Storage medium having stored therein game program, game apparatus, game system, and game processing method

ABSTRACT

A first player character or a second player character is caused to perform an action by operating the first player character or the second player character in accordance with an input, and a player character as an action target for performing an action corresponding to the input is switched. Further, a position and/or a direction of a virtual camera are set in accordance with a position and/or a direction, in a virtual world, of the player character set as the action target, and the position and/or the direction of the virtual camera are changed in accordance with the action of the player character. An image of the virtual world viewed from the virtual camera set for the player character as the action target is displayed on a display apparatus. Then, the action target can be switched to the second player character as during the operation on the first player character as the action target in the same player turn.

FIELD

The technology shown here relates to a storage medium having storedtherein a game program, a game apparatus, a game system, and a gameprocessing method, and in particular, relates to a storage medium havingstored therein a game program, a game apparatus, a game system, and agame processing method for, for example, performing a predetermined gamein a virtual world.

BACKGROUND AND SUMMARY

Conventionally, there is a game apparatus for performing a turn-basedversus game where a player turn and an opponent turn are repeatedalternately. Further, in the game apparatus, a plurality of playercharacters may be able to be operated during a player turn.

In the game apparatus, if a plurality of player characters are operatedduring a player turn, one of the player characters is selected based onan input of an operation performed by a player, thereby operating eachplayer character. If, however, a plurality of player characters areoperated during a player turn, the number of times of the operation oneach player character is limited to one. Further, the number of actionpoints to be consumed by all the player characters is set, and after theoperation on a player character ends, the operation on another playercharacter can be performed. Thus, it is difficult to represent thecharacteristics of each player character, and the level of strategy ofthe game is also poor.

Therefore, it is an object of an exemplary embodiment to provide astorage medium having stored therein a game program, a game apparatus, agame system, and a game processing method that are capable of furtherincreasing the level of strategy of a game.

To achieve the above object, the exemplary embodiment can employ, forexample, the following configurations. It should be noted that it isunderstood that, to interpret the descriptions of the claims, the scopeof the claims should be interpreted only by the descriptions of theclaims. If there is a conflict between the descriptions of the claimsand the descriptions of the specification, the descriptions of theclaims take precedence.

An exemplary configuration of a storage medium having stored therein agame program according to an exemplary embodiment is executed by acomputer capable of executing a game that advances by alternatelyrepeating a player turn, in which a player character can perform anaction in a virtual world in accordance with a player input, and anopponent turn, in which an opponent character can perform an action, thecomputer included in an information processing apparatus. The storagemedium causes the computer to execute: acquiring an input; causing afirst player character to perform an action by operating the firstplayer character in accordance with the input; causing a second playercharacter to perform an action by operating the second player characterin accordance with the input; switching a player character as an actiontarget for performing an action corresponding to the input; setting aposition and/or a direction of a virtual camera in accordance with aposition and/or a direction, in the virtual world, of the playercharacter as the action target, and changing the position and/or thedirection of the virtual camera in accordance with the action of theplayer character; displaying on a display apparatus an image of thevirtual world viewed from the virtual camera set for the playercharacter as the action target; and ending the player turn. In theswitching of the action target, the action target can be switched to thesecond player character during the operation on the first playercharacter as the action target in the same player turn.

Based on the above, during an operation on a player character, it ispossible to operate another player character, and an image of a virtualworld viewed from a virtual camera corresponding to a player characteras an action target is displayed. This can further increase the level ofstrategy of a game.

In addition, in the switching of the action target, the action targetmay be able to be switched to the second player character during theoperation on the first player character as the action target in the sameplayer turn, and the action target may be able to be switched to thefirst player character again after the action of the second playercharacter during the same player turn. In causing the first playercharacter to perform an action, if the first player character has beenset as the action target again during the same player turn, the firstplayer character may be caused to perform an action again in accordancewith the input.

Based on the above, if the same player character has been set as theaction target again in the same player turn, an image of the virtualworld viewed from the virtual camera corresponding to the playercharacter set again as the action target is displayed. This can furtherincrease the level of strategy of the game.

In addition, the storage medium having stored therein the game programmay further cause the computer to execute: setting first action pointsthat allow the first player character to perform an action in thevirtual world during a player turn, and subtracting a point from thefirst action points in accordance with the action of the first playercharacter during the player turn; and setting second action points thatallow the second player character to perform an action in the virtualworld during a player turn, and subtracting a point from the secondaction points in accordance with the action of the second playercharacter during the player turn. In causing the first player characterto perform an action, if the first action points set in the setting ofthe first action points remain, the first player character may be causedto perform an action in the virtual world in accordance with the input.In causing the second player character to perform an action, if thesecond action points set in the setting of the second action pointsremain, the second player character may be caused to perform an actionin the virtual world in accordance with the input. In causing the firstplayer character to perform an action, if the first player character hasbeen set as the action target again during the same player turn, thefirst player character may be caused to perform an action again inaccordance with the number of the remaining first action points duringthe player turn and with the input.

Based on the above, it is possible to separately manage resources thatallow the actions of player characters. This makes it possible toaccurately manage the action of each player character.

In addition, the storage medium having stored therein the game programmay further cause the computer to execute: starting the opponent turn;causing at least one non-player character to perform an action in thevirtual world during the opponent turn; and selecting a player characteras a corresponding target having a relationship with the non-playercharacter performing an action during the opponent turn, therelationship satisfying a predetermined condition. In the display of theimage of the virtual world on the display apparatus, an image of thevirtual world viewed from a virtual camera set for the player characteras the corresponding target may be displayed on the display apparatusduring the opponent turn.

Based on the above, also in an opponent turn, an image of the virtualworld viewed from a virtual camera corresponding to a player characteras a corresponding target is displayed. This makes it possible toincrease the realism of the game during the opponent turn and alsoincrease the level of strategy of the game during the opponent turn.

In addition, in the change of the virtual camera, the position and/orthe direction of the virtual camera set for the player character as thecorresponding target may be changed within a predetermined range inaccordance with the input during the opponent turn.

Based on the above, it is possible to display a game image desired by auser during the opponent turn.

In addition, in the setting of the first action points, if an action ofreturning the action performed by the first player character during thesame player turn has been performed, the first action points may berestored by the number of points corresponding to the return action. Inthe setting of the second action points, if an action of returning theaction performed by the second player character during the same playerturn has been performed, the second action points may be restored by thenumber of points corresponding to the return action.

Based on the above, a resource for the player character is restored by areturn action. This can further increase the level of strategy of thegame.

In addition, in the display of the image of the virtual world on thedisplay apparatus, a remaining number indicator image indicating atleast the number of remaining action points set for the player characteras the action target may be displayed on the display apparatus. In thedisplay of the image of the virtual world on the display apparatus, ifthe action points have been restored, the remaining number indicatorimage may be displayed on the display apparatus by increasing theremaining number indicator image in accordance with the number of therecovered points.

Based on the above, it is possible to indicate to a user an amountcorresponding to the resource that allows the action of the playercharacter.

In addition, in the display of the image of the virtual world on thedisplay apparatus, a remaining number indicator image indicating atleast the number of remaining action points set for the player characteras the action target may be displayed on the display apparatus. In thedisplay of the image of the virtual world on the display apparatus, arestoration capability indicator image indicating the number of pointsthat can be recovered may be provided to the remaining number indicatorimage and displayed on the display apparatus.

Based on the above, it is possible to indicate to a user an amountcorresponding to the resource for the player character that can berecovered by the return action.

In addition, in the setting of the first action points, if the firstplayer character satisfies a predetermined condition during the sameplayer turn, the first action points that can be recovered may belimited to the number of points at the time of the satisfaction of thecondition. In the setting of the second action points, if the secondplayer character satisfies a predetermined condition during the sameplayer turn, the second action points that can be recovered may belimited to the number of points at the time of the satisfaction of thecondition.

Based on the above, it is not possible to restore the resource by apredetermined action. This can further increase the level of strategyregarding the selection of the action of the player character.

In addition, in the setting of the first action points, if the firstplayer character has acquired a predetermined item during the sameplayer turn, the first action points that can be recovered may belimited to the number of points at the time of the acquisition of theitem. In the setting of the second action points, if the second playercharacter has acquired the item during the same player turn, the secondaction points that can be recovered may be limited to the number ofpoints at the time of the acquisition of the item.

Based on the above, it is not possible to restore the resource byacquiring a predetermined item. This can increase the level of strategyregarding an item to be acquired.

In addition, in the setting of the first action points, if the firstplayer character has acquired a first item during the same player turn,it may be determined that the predetermined condition is satisfied, andif the first player character has acquired a second item different intype from the first item, it may be determined that the predeterminedcondition is not satisfied. In the setting of the second action points,if the second player character has acquired the first item during thesame player turn, it may be determined that the predetermined conditionis satisfied, and if the second player character has acquired the seconditem, it may be determined that the predetermined condition is notsatisfied.

Based on the above, it is not possible to restore the resource based onthe type of item to be acquired. This can increase the level of strategyregarding the type of item to be acquired.

In addition, the storage medium having stored therein the game programmay further cause the computer to execute, in accordance with the input,handing over at least some of the remaining first action points set forthe first player character to the second player character. In thesetting of the first action points, if at least some of the remainingfirst action points have been handed over to the second playercharacter, the number of the handed-over points may be subtracted fromthe set first action points. In the setting of the second action points,if at least some of the remaining first action points have been handedover to the second player character, the number of the handed-overpoints may be added to the set second action points.

Based on the above, it is possible to hand over a resource provided toeach player character to another player character. It is possible toperform a game with a higher level of strategy.

In addition, the exemplary embodiment may be carried out in the forms ofa game apparatus, a game system, and a game processing method.

These and other objects, features, aspects and advantages of theexemplary embodiments will become more apparent from the followingdetailed description of the exemplary embodiments when taken inconjunction with the accompanying drawings.

According to the exemplary embodiment, it is possible to furtherincrease the level of strategy of a game.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram showing a non-limiting example of aninformation processing apparatus 5;

FIG. 2 is a diagram showing a non-limiting first example of a game imageof a virtual world displayed on a display section 52 in a player turn;

FIG. 3 is a diagram showing the non-limiting first example of the gameimage of the virtual world displayed on the display section 52 in theplayer turn;

FIG. 4 is a diagram showing the non-limiting first example of the gameimage of the virtual world displayed on the display section 52 in theplayer turn;

FIG. 5 is a diagram showing the non-limiting first example of the gameimage of the virtual world displayed on the display section 52 in theplayer turn;

FIG. 6 is a diagram showing the non-limiting first example of the gameimage of the virtual world displayed on the display section 52 in theplayer turn;

FIG. 7 is a diagram showing the non-limiting first example of the gameimage of the virtual world displayed on the display section 52 in theplayer turn;

FIG. 8 is a diagram showing the non-limiting first example of the gameimage of the virtual world displayed on the display section 52 in theplayer turn;

FIG. 9 is a diagram showing non-limiting examples of action pointsconsumed when a player character moves in the player turn;

FIG. 10 is a diagram showing a non-limiting second example of the gameimage of the virtual world displayed on the display section 52 in theplayer turn;

FIG. 11 is a diagram showing a non-limiting example of an ambush rangeset in the player turn;

FIG. 12 is a diagram showing a non-limiting first example of a gameimage of the virtual world displayed on the display section 52 in anenemy turn;

FIG. 13 is a diagram showing the non-limiting first example of the gameimage of the virtual world displayed on the display section 52 in theenemy turn;

FIG. 14 is a diagram showing a non-limiting example where the line offire of an ambush attack and an ambush range move;

FIG. 15 is a diagram showing the non-limiting example where the line offire of an ambush attack and the ambush range move;

FIG. 16 is a diagram showing a non-limiting second example of the gameimage of the virtual world displayed on the display section 52 in theenemy turn;

FIG. 17 is a diagram showing non-limiting examples of main data andprograms stored in a storage section 56 of the information processingapparatus 5;

FIG. 18 is a flow chart showing a non-limiting example of informationprocessing performed by the information processing apparatus 5;

FIG. 19 is a subroutine showing a non-limiting example of the earlyperiod of a player turn process of step 65 in FIG. 18;

FIG. 20 is a subroutine showing a non-limiting example of the middleperiod of the player turn process of step 65 in FIG. 18;

FIG. 21 is a subroutine showing a non-limiting example of the lateperiod of the player turn process of step 65 in FIG. 18;

FIG. 22 is a subroutine showing a non-limiting example of the first halfof an enemy turn process of step 69 in FIG. 18; and

FIG. 23 is a subroutine showing a non-limiting example of the secondhalf of the enemy turn process of step 69 in FIG. 18.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

With reference to FIG. 1, a description is given of an informationprocessing apparatus for executing a game program according to anexemplary embodiment. It should be noted that FIG. 1 is a block diagramshowing an example of an information processing apparatus 5. Forexample, the information processing apparatus 5 can execute a programstored in a storage medium such as an exchangeable memory card or anexchangeable optical disk, or received from another apparatus. Theinformation processing apparatus 5 may be a mobile game apparatus, ormay be a device such as a general personal computer, a mobile phone, ora PDA (Personal Digital Assistant).

The information processing apparatus 5 includes an input section 51, adisplay section 52, a control section 55, a storage section 6, a programstorage section 57, a communication section 58, and the like. It shouldbe noted that the information processing apparatus 5 may be composed ofone or more apparatuses including: an information processing apparatushaving at least the control section 55; and another apparatus.

The control section 55 is information processing means (a computer) forperforming various types of information processing, and is, for example,a CPU. For example, the control section 55 has the functions ofexecuting the program to perform game processing described later and thelike, as the various types of information processing. For example, theabove functions of the control section 55 are achieved, for example, bythe CPU executing a predetermined program.

The storage section 56 stores various pieces of data used when thecontrol section 55 performs the above information processing. Thestorage section 56 is, for example, a memory accessible by the CPU (thecontrol section 55).

The program storage section 57 stores a program. The program storagesection 57 may be any storage device (storage medium) accessible by thecontrol section 55. For example, the program storage section 57 may be astorage device provided in the information processing apparatus havingthe control section 55, or may be a storage medium detachably attachedto the information processing apparatus having the control section 55.Alternatively, the program storage section 57 may be a storage device (aserver or the like) connected to the control section 55 via a network.The control section 55 (the CPU) may read part or all of a game programto the storage section 56 at appropriate timing and execute the readprogram.

The input section 51 is an input apparatus that can be operated by auser. The input section 51 may be any input apparatus.

The display section 52 displays an image in accordance with aninstruction from the control section 55. The display section 52 is anexample of a display apparatus included in the information processingapparatus 5 and may be composed of an LCD (Liquid Crystal Display).Further, the display section 52 may be a display apparatus capable ofdisplaying a stereoscopically visible image by displaying a left-eyeimage and a right-eye image using substantially the same display area.It should be noted that if the information processing apparatus 5 iscomposed of a stationary game apparatus or a personal computer, thedisplay section 52 can be composed separately from the informationprocessing apparatus 5.

The communication section 58 is composed of a predeterminedcommunication module. The communication section 58 transmits andreceives data to and from another device (e.g., a server) directly orvia a network, and transmits and receives data to and from anotherinformation processing apparatus 5 directly or via a network.

Next, with reference to FIGS. 2 to 16, a description is given of anoverview of information processing performed by the informationprocessing apparatus 5, before the description of specific processingperformed by the information processing apparatus 5. It should be notedthat the following descriptions are given taking, as an example of theinformation processing, game processing for performing a turn-basedversus game where a player turn and an opponent turn (an enemy turn) arerepeated alternately. FIGS. 2 to 8 are diagrams showing a first exampleof a game image of a virtual world displayed on the display section 52in a player turn. FIG. 9 is a diagram showing examples of action pointsconsumed when a player character moves in the player turn. FIG. 10 is adiagram showing a second example of the game image of the virtual worlddisplayed on the display section 52 in the player turn. FIG. 11 is adiagram showing an example of an ambush range set in the player turn.FIGS. 12 and 13 are diagrams showing a first example of a game image ofthe virtual world displayed on the display section 52 in an enemy turn.FIGS. 14 and 15 are diagrams showing an example where the line of fireof an ambush attack and an ambush range move. FIG. 16 is a diagramshowing a second example of the game image of the virtual worlddisplayed on the display section 52 in the enemy turn.

In the exemplary embodiment, as an example, a game image is displayed onthe display section 52, and a turn-based versus game is performed, wherea player turn, in which a player operates a player character, and anopponent turn (an enemy turn), in which a computer as an opponentoperates a non-player character (an enemy character), are repeatedalternately. For example, a user operates the input section 51 during aplayer turn and thereby can operate a plurality of player charactersplaced in a virtual world. Then, the virtual world viewed from a virtualcamera corresponding to one of the player characters as an operationtarget (for example, a virtual camera having a third-person point ofview following the player character as the operation target, and also avirtual camera having a point of view at the back of the playercharacter and having a fixation point in the forward direction of theplayer character) is displayed on the display section 52.

FIG. 2 shows an example of a game image displayed on the display section52 when a first player character PC1, which is one of the plurality ofplayer characters, is selected to perform an operation in the versusgame. In the versus game, the user performs a predetermined operationusing the input section 51 and thereby can select a player character tobe operated during a player turn (an operation target character) fromamong the plurality of player characters. Then, on a game screen, anaction point gauge G is displayed, which indicates action points thatallow the operation target character to perform an action during thecurrent player turn. The operation target character can perform anaction corresponding to the number of action points during the currentplayer turn.

In the example of FIG. 2, as the action points of the first playercharacter PC1 that is the operation target character, eight remainingaction point images APr are displayed, which serve as indicatorsindicating the number of remaining action points. Here, the operationtarget character moves in the virtual world or performs the action ofattacking an enemy character during the player turn, whereby theremaining action points are consumed by the number of action pointscorresponding to the content of the action. Then, if the remainingaction points become 0, the operation target character cannot perform anaction during the current player turn, except for a “return action”described later. Further, in the action point gauge G, an attackconsumption frame image B is provided and displayed, which serves as anindicator indicating the number of remaining action points to beconsumed when the first player character PC1 as the operation targetcharacter attacks an enemy character. For example, in the example ofFIG. 2, two remaining action point images APr are displayed in the frameof the attack consumption frame image B to indicate that if the firstplayer character PC1 performs the action of attacking an enemycharacter, two remaining action points are to be consumed.

An example of FIG. 3 shows an example of the game screen that has movedfrom the position of the first player character PC1 shown in FIG. 2 tothe right (that is, has moved in the direction of an arrow shown in FIG.2) at a moving distance corresponding to four remaining action points.In this case, four remaining action point images APr among the eightremaining action point images APr displayed in the action point gauge Gare changed to consumption action point images APc and displayed toindicate to the user that four remaining action points have beenconsumed by the above movement. Then, in accordance with the consumptionof the remaining action points, the attack consumption frame image Balso moves to the position where the remaining action point images APrare continuously displayed, and two remaining action point images APrare displayed in the frame of the attack consumption frame image B.

In addition, in the example of FIG. 3, the first player character PC1has moved, whereby an enemy object EC, which had hidden behind a coverset in the virtual world, has entered the field of view of the firstplayer character PC1. Thus, the first player character PC1 has found theenemy object EC. Consequently, words indicating that the first playercharacter PC1 has found the enemy object EC are displayed on the displaysection 52, thereby notifying the user of this.

An example of FIG. 4 shows an example of the game screen in which, afterthe movement of the first player character PC1 shown in FIG. 3, theoperation target character has been switched to a second playercharacter PC2 during the same player turn. In this case, the operationtarget character has been changed, and therefore, the virtual worldviewed from a virtual camera corresponding to the second playercharacter PC2 having newly become the operation target is displayed onthe display section 52. Then, on the game screen, an action point gaugeG is newly displayed, which indicates action points that allow thesecond player character PC2, newly selected as the operation targetcharacter, to perform an action during the current player turn. As anexample, in the example of FIG. 4, the number of action points of thesecond player character PC2 newly selected as the operation targetcharacter is 10. Thus, 10 remaining action point images APr aredisplayed, which serve as indicators indicating the number of remainingaction points. Further, in the action point gauge G shown in FIG. 4,four remaining action point images APr are displayed in the frame of anattack consumption frame image B to indicate that if the second playercharacter PC2 performs the action of attacking an enemy character, fourremaining action points are to be consumed. As described above, in theversus game, with respect to each player character that can be selectedduring the same player turn, action points are individually set thatallow the player character to perform an action during the player turn.Further, in the versus game, the user performs a predetermined operationusing the input section 51 and thereby can switch the operation targetcharacter to be operated during the same player turn.

An example of FIG. 5 shows an example of the game screen that has movedfrom the position of the second player character PC2 shown in FIG. 4 tothe left (that is, has moved in the direction of an arrow shown in FIG.4) at a moving distance corresponding to two remaining action points. Inthis case, two remaining action point images APr among the 10 remainingaction point images APr displayed on the action point gauge G arechanged to consumption action point images APc and displayed to indicateto the user that two remaining action points have been consumed by theabove movement. Then, in accordance with the consumption of theremaining action points, the attack consumption frame image B also movesto the position where the remaining action point images APr arecontinuously displayed, and four remaining action point images APr aredisplayed in the frame of the attack consumption frame image B.

Then, in the example of FIG. 5, the second player character PC2 hasmoved, whereby the enemy object EC found by the first player characterPC1 has entered the range where the second player character PC2 can makean attack. Thus, the second player character PC2 is attacking the enemyobject EC. As described above, it is possible to make an advantageousattack using information obtained from another player character(information that the first player character PC1 has found the enemycharacter EC in this example).

An example of FIG. 6 shows an example of the game screen after thesecond player character PC2 shown in FIG. 5 has made the attack. In thiscase, four remaining action point images APr among the eight remainingaction point images APr displayed in the action point gauge G are erasedto indicate to the user that four remaining action points have beenconsumed by the above attack. It should be noted that in the versusgame, the actions for erasing the consumption action point images APc ofthe operation target character to settle consumption action points areset. The above attack action is one of the actions for settling theconsumption action points. Thus, in the example of FIG. 6, fourremaining action point images APr indicating four remaining actionpoints consumed by the attack are erased without being converted intoconsumption action point images APc. Then, two consumption action points(the two consumption action point images APc) owned by the second playercharacter PC2 before the attack have also been erased, and fourremaining action points remain. Then, in accordance with the consumptionof the remaining action points, the attack consumption frame image Balso moves to the position where the remaining action point images APrare continuously displayed, and four remaining action point images APrare displayed in the frame of the attack consumption frame image B.

It should be noted that as an action for settling the consumption actionpoints, an action other than the action of attacking an enemy charactermay be set. As a first example, an action for settling the consumptionaction points may be the action of a player character being found by anenemy character in a player turn. As a second example, an action forsettling the consumption action points may be the action of, if a playercharacter has obtained a predetermined item placed in the virtual world,obtaining the item. It should be noted that as items placed in thevirtual world, an item that is obtained by a player character to settlethe consumption action points of the player character, and an item thatdoes not settle the consumption action points may be mixed together.

An example of FIG. 7 shows an example of the game screen in which, afterthe attack of the second player character PC2 shown in FIG. 6, theoperation target character has been switched to the first playercharacter PC1 again during the same player turn. In this case, theoperation target character has been changed to the first playercharacter PC1 again, and therefore, the virtual world viewed from thevirtual camera corresponding to the first player character PC1 havingbecome the operation target is displayed on the display section 52.Then, on the game screen, an action point gauge G is displayed, whichindicates action points that allow the first player character PC1,selected as the operation target character again, to perform an actionduring the current player turn (the same action points as the actionpoints left at the end of the previous action opportunity). As anexample, in the example of FIG. 7, in the action point gauge G, fourremaining action point images APr and four consumption action pointimages APc are displayed, which indicate the four remaining actionpoints and the four consumption action points owned by the first playercharacter PC1 immediately before the operation target character has beenswitched to the second player character PC2. As described above, in theversus game, it is possible to set a single player character as theoperation target character multiple times during the same player turn toprovide a plurality of action opportunities to the single playercharacter. Thus, it is possible to operate a single player charactermultiple times during the same player turn and switch the playercharacter to be operated during the operation of the player character.Further, if the same player character is set as the operation targetcharacter again, the action points set at the end of the previous actionopportunity are carried on. Thus, it is necessary to divide the setaction points into respective action opportunities that allow actions.This enables a game having a high level of strategy.

An example of FIG. 8 shows an example of the game screen that has movedfrom the position of the first player character PC1 shown in FIG. 7 tothe left (that is, has moved in the direction of an arrow shown in FIG.7) at a moving distance corresponding to four remaining action points,whereby the first player character PC1 has performed the action ofreturning to the position where the first player character PC1 has beenplaced first in the previous action opportunity (i.e., the position ofthe first player character PC1 shown with reference to FIG. 2). In thiscase, the four consumption action point images APc displayed in theaction point gauge G are changed and restored to four remaining actionpoint images APr to indicate to the user that four remaining actionpoints have been restored by the return action. With reference to FIG.9, an example of the return action is described below.

FIG. 9 is a bird's-eye view of the virtual world showing examples ofremaining action points consumed when the operation target charactermoves in the virtual world. For example, each square shown in FIG. 9indicates the position where the operation target character is placed inthe virtual world. An initial position square of “0” indicated in ashaded area is the position where the operation target character isplaced first in the player turn. Then, the numerical value described ineach square indicates remaining action points required for the operationtarget character to reach the square from the initial position square.In the example of FIG. 9, if the operation target character moves onesquare away from the initial position square, one remaining action pointis consumed.

For example, if the operation target character owning four remainingaction points has moved from the initial position square to a square inwhich “1” is described to a square in which “2” is described, theremaining action points become three when the operation target characterhas reached the square in which “1” is described, and the remainingaction points become two when the operation target character has reachedthe square in which “2” is described. On the other hand, as describedabove, consumed remaining action points are converted into consumptionaction points unless an action for settling the remaining action pointsis performed. Thus, the consumption action points become one when theoperation target character has reached the square in which “1” isdescribed. The consumption action points become two when the operationtarget character has reached the square in which “2” is described. Then,if the operation target character having reached the square in which “2”is described has made the movement of returning to the square in which“1” is described (i.e., a return action), one consumption action pointis restored to one remaining action point when the operation targetcharacter has returned to the square in which “1” is described. Thus,the remaining action points are restored to three, and the consumptionaction points return to one. As described above, in the versus game, a“return action” is performed, whereby it is possible to restoreremaining action points consumed once in accordance with the content ofthe return action. Thus, the degree of freedom of the action of theoperation target character is improved. This enables a game having ahigh level of strategy. For example, in the example of the operationtarget character owning four remaining action points, the operationtarget character can freely move in the range of numerical values “0” to“4” shown in FIG. 9 in the same player turn and can also move around inthis range any number of times, unless an action for settling theremaining action points is performed. Further, the consumption actionpoint images APc displayed during the movement of the operation targetcharacter can indicate, by the displayed number, the amount of movementthat allows the operation target character to return to the initialposition square.

An example of FIG. 10 shows an example of the game screen in which thefirst player character PC1 as the operation target character sets anambush attack while owning eight remaining action points shown in FIG.8. In the versus game, the player turn is ended in the state whereremaining action points are left that allow the operation targetcharacter to attack an enemy character. This makes it possible toautomatically make an ambush attack on an enemy character in a nextenemy turn. In the example shown in FIG. 10, the first player characterPC1 owns remaining action points that allow four attacks. Thus, it ispossible to set an ambush attack that allows four automatic attacks onan enemy character in the next enemy turn. Then, the user performs apredetermined operation during the player turn, thereby ending theplayer turn and starting an enemy turn. Thus, it is possible to make anambush attack during the enemy turn.

For example, as shown in FIGS. 10 and 11, a predetermined operation isperformed during the player turn to set an ambush attack position in thevirtual world, thereby setting an ambush range based on the ambushattack position and the operation target character. For example, anambush range is set to a range having a predetermined angle to each ofthe left and right of the operation target character with respect to theambush attack position (A° to each of the left and right of the ambushattack position in the example of FIG. 11) and also to the range wherethe operation target character can make an attack. Further, the line offire of an ambush attack for making an ambush attack on an enemycharacter is initialized on a straight line connecting the operationtarget character to the ambush attack position. Then, if an enemycharacter has entered the ambush range set by the player characterduring the next enemy turn and if a predetermined condition issatisfied, the player character automatically performs the action ofattacking the enemy character. Here, the range where the operationtarget character can make an attack is within the shooting range of aweapon with which the operation target character makes an ambush attack,and is a range except for the range of the blind spot of the operationtarget character created by a cover or the like in the virtual world.

FIG. 12 shows an example of a game image displayed on the displaysection 52 when an enemy turn has been started after the ambush attackexemplified in FIG. 10 had been set. For example, to display a virtualworld image on the display section 52 at the start of the enemy turn,the virtual camera corresponding to the operation target character setlast in the player turn before the enemy turn is used. Thus, in theexample of FIG. 12, an image of the virtual world viewed from thevirtual camera corresponding to the first player character PC1 set lastas the operation target character is displayed on the display section 52at the start of the enemy turn.

An example of FIG. 13 shows an example of the game screen in which thefirst player character PC1 shown in FIG. 12 is making an ambush attack.As shown in FIG. 13, if the enemy character EC has entered the ambushrange during the enemy turn, the player character having set the ambushrange (the first player character PC1 here) automatically makes anambush attack on the enemy character EC. In this case, the eightremaining action points owned when an ambush attack has been set areconsumed by two remaining action points used for a single ambush attack.Thus, two remaining action point images APr are erased from eightremaining action point images APr, and the six remaining action pointimages APr are displayed to indicate to the user that two remainingaction points have been consumed by the ambush attack, and it ispossible to further make ambush attacks corresponding to six remainingaction points (i.e., three ambush attacks).

Here, if an enemy character having entered the ambush range during theenemy turn crosses the line of fire of an ambush attack, the ambushattack is made on the enemy character. For example, as shown in FIG. 14,the line of fire of an ambush attack initialized on the straight lineconnecting the operation target character to the ambush attack positionwhen an ambush attack has been set changes its direction at apredetermined angular velocity about the player character that makes anambush attack (changes its direction in the direction of an arrow shownin FIG. 14), toward the enemy character having entered the ambush rangeduring the enemy turn. Then, at the time when the line of fire of anambush attack that changes its direction about the player charactercrosses the enemy character having entered the ambush range, an ambushattack is made on the enemy character. Thus, if the enemy characterhaving entered the ambush range has moved out of the ambush range beforecrossing the line of fire of an ambush attack, an ambush attack is notmade on the enemy character.

It should be noted that an ambush attack to be automatically made by theplayer character may give a special effect to an enemy charactersubjected to the attack. Here, the special effect refers to an effectthat is not obtained when a player character attacks an enemy characterduring a player turn. For example, an enemy character subjected to anambush attack may not be able to perform an action in this enemy turnwhen the enemy character has been subjected to the attack. As anexample, an enemy character subjected to an ambush attack may not beable to perform an action with a predetermined probability when theenemy character has been subjected to the attack. Further, on an enemycharacter subjected to an ambush attack, damage greater than an attackto which the enemy character is subjected during a player turn may beinflicted.

In addition, as shown in FIG. 15, if the direction of the line of fireof an ambush attack has changed toward the enemy character havingentered the ambush range, the position of the ambush range also changesin accordance with the change in the direction of the line of fire of anambush attack, and a next ambush attack and ambush attacks after thatare made. For example, the ambush range is reset by moving the ambushrange in the virtual world so as to be formed in the same angle rangeabout the line of fire of an ambush attack that changes its direction.For example, as shown in FIG. 15, if an ambush attack has been made onthe enemy character EC, the line of fire of an ambush attack moves inthe direction of crossing the enemy character EC. Thus, the ambush rangealso moves to a position having its center in the direction ofconnecting the player character having made the ambush attack to theenemy character EC subjected to the ambush attack, and a next ambushattack and ambush attacks after that are set using the ambush rangeafter the movement. It should be noted that if the enemy characterhaving entered the ambush range has moved out of the ambush range beforecrossing the line of fire of an ambush attack, the direction of the lineof fire of an ambush attack changes until the enemy character moves outof the ambush range. The ambush range, however, may be reset about thedirection of the line of fire of an ambush attack when the enemycharacter has moved out of the ambush range.

In addition, during an enemy turn, if an enemy character has performed apredetermined action on a player character having set an ambush range,the position of the ambush range may change toward the enemy character.For example, if an enemy character has performed the action of attackinga player character having set an ambush range, or an enemy character hasperformed the action of finding a player character having set an ambushrange, the direction of the line of fire of an ambush attack changestoward the enemy character. Then, the ambush range is also reset bymoving the ambush range in the virtual world so as to be formed in thesame angle range to the left and right with respect to the line of fireof an ambush attack that changes its direction.

As described above, at the start of an enemy turn, a virtual world imageto be displayed on the display section 52 is generated using the virtualcamera corresponding to the operation target character set last in theplayer turn before the enemy turn. Then, during the enemy turn afterthat, the virtual camera is switched to a virtual camera correspondingto a corresponding target character automatically set in accordance withthe action of an enemy character, thereby generating a virtual worldimage to be displayed on the display section 52. Here, the correspondingtarget character is a player character to which the user should payattention during an enemy turn, and is a player character of which, whenan enemy character has performed an action in the enemy turn, the degreeof association with the enemy character has become equal to or greaterthan a predetermined threshold, and which is most related to the enemycharacter. As a first example, if an enemy character moves in thevirtual world in an enemy turn, a player character found by (havingentered the range of field of view of) the enemy character is set as acorresponding target character. As a second example, a player characterto be attacked by an enemy character in an enemy turn is set as acorresponding target character. As a third example, if an enemycharacter has entered an ambush range in an enemy turn, a playercharacter having set the ambush range is set as a corresponding targetcharacter. As a fourth example, if an enemy character moves in thevirtual world in an enemy turn, a player character placed within apredetermined distance from the enemy character and having come closestto the enemy character is set as a corresponding target character.

For example, an example of FIG. 16 shows an example of the game screenwhen the second player character PC2 has been set as a correspondingtarget character by being found by the enemy character EC during anenemy turn. In this case, the virtual camera for displaying a virtualworld image on the display section 52 during the enemy turn is switchedto a virtual camera corresponding to the second player character PC2 asthe corresponding target character. As an example, a virtual cameracorresponding to the newly set corresponding target character is placedat a position in front of which the corresponding target character isplaced, and also a position on a straight line connecting an enemycharacter most related to the corresponding target character to thecorresponding target character. Then, the virtual camera is set withsuch an orientation that the enemy character is a fixation point. Asanother example, a virtual camera corresponding to the newly setcorresponding target character is placed within the corresponding targetcharacter and is set with such an orientation that an enemy charactermost related to the corresponding target character is a fixation point.

It should be noted that the position and/or the orientation of thevirtual camera to be switched during an enemy turn may be changed inaccordance with a user operation during the enemy turn. For example,based on the position and the orientation of a virtual camerainitialized so as to correspond to the corresponding target character,the position and the orientation of the virtual camera can be changedwithin a predetermined range (e.g., 30° upward, downward, leftward, andrightward with respect to the corresponding target character) inaccordance with a predetermined operation on the input section 51 duringthe enemy turn.

In addition, the virtual camera for displaying a virtual world image onthe display section 52 during an enemy turn may be switched to anothervirtual camera by a user operation. For example, a virtual cameracorresponding to the corresponding target character set as the virtualcamera for displaying a virtual world image on the display section 52may be switched to a virtual camera corresponding to another playercharacter in accordance with a predetermined operation on the inputsection 51 during an enemy turn.

In addition, an ambush range as described above may be configured to beset also by an enemy character. In this case, in an enemy turn, theenemy turn is ended in the state where remaining action points are leftthat allow an enemy character to attack a player character, therebysetting an ambush range where an ambush attack is automatically made ona player character in a player turn to be executed next. Then, in theplayer turn, if a player character has entered the ambush range set bythe enemy character, at the time when the player character crosses theline of fire of an ambush attack of the enemy character, an ambushattack is made on the player character. Further, in the player turn, ifa player character has entered the ambush range set by the enemycharacter and has moved out of the ambush range before crossing the lineof fire of an ambush attack of the enemy character, an ambush attack isnot made on the player character. Further, in the player turn, if anambush attack has been made on a player character or a player characterhas moved out of the ambush range before being subjected to an ambushattack, the ambush range set by the enemy character is also reset bymoving the ambush range similarly to an ambush range set by a playercharacter. Further, in the player turn, in response to the fact that anattack has been made on an enemy character having set an ambush range,or a player character has found the enemy character, the ambush rangeset by the enemy character may be reset by moving the ambush range.

In addition, player characters may be configured to hand over remainingaction points to each other. For example, during a player turn, if theoperation target character owns remaining action points that can behanded over, the user operates the input section 51, thereby specifyingthe number of remaining action points to be handed over and a playercharacter as the handover destination. In accordance with this handoveroperation, remaining action points to be handed over are consumed by theabove number of points in the operation target character as the handoversource, and remaining action points increase by the above number ofpoints in the player character as the handover destination. In thiscase, the action of handing over remaining action points may be anaction for settling the consumption action points. That is, if remainingaction points have been handed over, consumption action point images APcof the operation target character as the handover source are erased tosettle the consumption action points, and simultaneously, consumptionaction point images APc of the player character as the handoverdestination are also erased to settle the consumption action points.

In addition, in the above exemplary embodiment, the operation targetcharacter ends a player turn in the state where remaining action pointsare left that allow the operation target character to attack an enemycharacter, whereby it is possible to automatically make an ambush attackon an enemy character in accordance with the number of remaining actionpoints in a next enemy turn. That is, a player character ends a playerturn in the state where remaining action points are left, whereby theplayer character can perform an automatic action in an opponent turn andcan perform the automatic action the number of times corresponding tothe number of remaining action points left at the end of the playerturn. It should be noted that it goes without saying that the action tobe automatically performed by the player character in the opponent turndoes not need to be an ambush attack action on an enemy character. Forexample, even in a versus game with an enemy character, the action to beautomatically performed by the player character in the enemy turn may bethe action of counterattacking the enemy character when the playercharacter has been attacked by the enemy character in the enemy turn,the action of defending itself when the player character has beenattacked by the enemy character in the enemy turn, the action ofescaping when the player character has been attacked by the enemycharacter in the enemy turn, the action of finding the enemy characterin the enemy turn, the action of recovering the life parameter of theplayer character itself in the enemy turn, or the like. Further, in thecase of a game other than a versus game, the action to be automaticallyperformed by the player character in the opponent turn may be the actionof conforming to the action of an opponent character in the opponentturn, the action of going against the action of an opponent character inthe opponent turn, the action of disturbing the action of an opponentcharacter in the opponent turn, the action of giving a disadvantage toan opponent character in the opponent turn, or the like.

Next, a detailed description is given of information processing (e.g.,game processing) performed by the information processing apparatus 5. Itshould be noted that the following description of the informationprocessing uses an example where game processing for performing theturn-based versus game described above is performed. First, withreference to FIG. 17, main data used in the information processing isdescribed. It should be noted that FIG. 17 is a diagram showing examplesof main data and programs stored in the storage section 56 of theinformation processing apparatus 5.

As shown in FIG. 17, the following are stored in the data storage areaof the storage section 56: operation data Da; player character data Db;enemy character data Dc; operation target character data Dd;corresponding target character data De; virtual camera Df; player turnflag data Dg; enemy turn flag data Dh; image data Di; and the like. Itshould be noted that the storage section 56 may store, as well as thedata shown in FIG. 17, data and the like necessary for the informationprocessing (the game processing), such as other pieces of data used in aprogram to be executed. Further, in the program storage area of thestorage section 56, various programs Pa included in an informationprocessing program (a game program) are stored.

The operation data Da has stored therein a series of pieces of operationinformation (operation data) acquired from the input section 51 and isupdated to the latest operation data.

The player character data Db is data regarding each player characterplaced in a virtual world. For example, the player character data Dbstores placement data Db1, remaining action point data Db2, consumptionaction point data Db3, ambush attack position data Db4, ambush attackfire line data Db5, ambush range data Db6, and the like for each playercharacter. The placement data Db1 is data representing the position, theorientation (the direction), the life (a parameter representing thephysical strength, the endurance, the vital force, or the like of theplayer character), and the like of the player character in the virtualworld. The remaining action point data Db2 is data representing thenumber of remaining action points owned by the player character. Theconsumption action point data Db3 is data representing the number ofconsumption action points owned by the player character. The ambushattack position data Db4 is data representing an ambush attack positionin the virtual world set by the player character. The ambush attack fireline data Db5 is data representing the line of fire of an ambush attackin the virtual world set by the player character. The ambush range dataDb6 is data representing an ambush range in the virtual world set by theplayer character.

The enemy character data Dc is data regarding each enemy characterplaced in the virtual world. For example, the enemy character data Dcstores placement data Dc1, remaining action point data Dc2, ambushattack fire line data Dc5, ambush range data Dc6, and the like for eachenemy character. The placement data Dc1 is data representing theposition, the orientation (the direction), the life (a parameterrepresenting the physical strength, the endurance, the vital force, orthe like of the enemy character), and the like of the enemy character inthe virtual world. The remaining action point data Dc2 is datarepresenting the number of remaining action points owned by the enemycharacter. The ambush attack fire line data Dc5 is data representing theline of fire of an ambush attack in the virtual world set by the enemycharacter. The ambush range data Dc6 is data representing an ambushrange in the virtual world set by the enemy character.

The operation target character data Dd is data representing a playercharacter set as an operation target character in a player turn. Thecorresponding target character data De is data representing a playercharacter set as a corresponding target character in an enemy turn.

The virtual camera Df is data representing the position, theorientation, the viewing angle, and the like of a virtual camera set soas to correspond to each player character and includes data fordistinguishing a virtual camera currently used to display a virtualworld image on the display section 52.

The player turn flag data Dg is data representing a player turn flagindicating whether or not it is during a player turn. If it is during aplayer turn, the player turn flag is set to on. The enemy turn flag dataDh is data representing an enemy turn flag indicating whether or not itis during an enemy turn. If it is during an enemy turn, the enemy turnflag is set to on.

The image data Di includes character image data Di1, background imagedata Di2, and the like. The character image data Di1 is data for placingeach character in the virtual world to generate a game image. Thebackground image data Di2 is data for placing other objects and abackground in the virtual world to generate a game image.

Next, with reference to FIGS. 18 to 23, detailed descriptions are givenof the information processing (the game processing) performed by theinformation processing apparatus 5. It should be noted that FIG. 18 is aflow chart showing an example of the information processing performed bythe information processing apparatus 5. FIG. 19 is a subroutine showingan example of the early period of a player turn process of step 65 inFIG. 18. FIG. 20 is a subroutine showing an example of the middle periodof the player turn process of step 65 in FIG. 18. FIG. 21 is asubroutine showing an example of the late period of the player turnprocess of step 65 in FIG. 18. FIG. 22 is a subroutine showing anexample of the first half of an enemy turn process of step 69 in FIG.18. FIG. 23 is a subroutine showing an example of the second half of theenemy turn process of step 69 in FIG. 18. Here, in the flow charts shownin FIGS. 18 to 23, descriptions are given mainly of, in the informationprocessing performed by the information processing apparatus 5, gameprocessing for performing the above versus game. Detailed descriptionsof other processes not directly related to these processes are omitted.

The control section 55 initializes the storage section 32 and the likeand loads the information processing program (the game program) storedin the program storage section 57 into the storage section 56. Then, thecontrol section 55 starts the execution of the information processingprogram. The flow charts shown in FIGS. 18 to 23 are flow charts showingthe processing performed after the above processes are completed.

It should be noted that the processes of all the steps in the flowcharts shown in FIGS. 18 to 23 are merely illustrative. Thus, theprocessing order of the steps may be changed, or another process may beperformed in addition to and/or instead of the processes of all thesteps, so long as similar results are obtained. Further, in theexemplary embodiment, descriptions are given on the assumption that theCPU of the control section 55 performs the processes of all the steps inthe flow charts. Alternatively, a processor or a dedicated circuit otherthan the CPU may perform the processes of some or all of the steps inthe flow charts.

Referring to FIG. 18, the control section 55 performs an initializationprocess (step 61) and advances the processing to the next step. Forexample, the control section 55 forms a virtual field used in the versusgame, places a plurality of player characters and a plurality ofcharacters on the virtual field to construct a virtual world to bedisplayed on the display section 52, and initializes each parameter usedin the game processing, thereby updating each piece of data stored inthe storage section 56. For example, the control section 55 places avirtual camera corresponding to each player character at an initialposition and with an initial orientation. Further, the control section55 initializes and sets action points owned by each character to 0, andbrings the settings regarding an ambush attack and the settings of acorresponding target character into unset states. Further, the controlsection 55 selects one player character from among the plurality ofplayer characters based on a predetermined rule and initializes theplayer character as an operation target character. Then, in accordancewith a turn to be executed first (e.g., a player turn), the controlsection 55 sets the turn flags (for example, sets the player turn flagto on and sets the enemy turn flag to off).

Next, the control section 55 determines whether or not the currentmoment is during a player turn (step 62). For example, if the playerturn flag indicated by the player turn flag data Dg is set to on, thecontrol section 55 determines that the current moment is during a playerturn. Then, if the current moment is during a player turn, the controlsection 55 advances the processing to step 63. If, on the other hand,the current moment is not during a player turn, the control section 55advances the processing to step 66.

In step 63, the control section 55 determines whether or not the currentmoment is the time to start a player turn. For example, if the abovestep 63 is performed immediately after the player turn flag has been setto on, the control section 55 determines that the current moment is thetime to start a player turn. Then, if the current moment is the time tostart a player turn, the control section 55 advances the processing tostep 64. If, on the other hand, the current moment is not the time tostart a player turn, the control section 55 advances the processing tostep 65.

In step 64, the control section 55 initializes the action parameters ofeach player character and advances the processing to step 65. Forexample, the control section 55 initializes the remaining action pointsof each player character to the maximum number of points set in advancefor the player character, thereby updating the remaining action pointdata Db2. Further, the control section 55 initializes the consumptionaction points of each player character to 0, thereby updating theconsumption action point data Db3. Further, the control section 55 setsthe ambush attack position, the line of fire of an ambush attack, andthe ambush range that are set by each player character to unset(canceled) states, thereby updating the ambush attack position data Db4,the ambush attack fire line data Db5, and the ambush range data Db6.

In step 65, the control section 55 performs a player turn process andadvances the processing to the next step. It should be noted that theplayer turn process performed in the above step 65 will be describedlater.

Next, the control section 55 determines whether or not the currentmoment is during an enemy turn (step 66). For example, if the enemy turnflag indicated by the enemy turn flag data Dh is set to on, the controlsection 55 determines that the current moment is during an enemy turn.Then, if the current moment is during an enemy turn, the control section55 advances the processing to step 67. If, on the other hand, thecurrent moment is not during an enemy turn, the control section 55advances the processing to step 70.

In step 67, the control section 55 determines whether or not the currentmoment is the time to start an enemy turn. For example, if the abovestep 67 is performed immediately after the enemy turn flag has been setto on, the control section 55 determines that the current moment is thetime to start an enemy turn. Then, if the current moment is the time tostart an enemy turn, the control section 55 advances the processing tostep 68. If, on the other hand, the current moment is not the time tostart an enemy turn, the control section 55 advances the processing tostep 69.

In step 68, the control section 55 initializes the action parameters ofeach enemy character and advances the processing to step 69. Forexample, the control section 55 initializes the remaining action pointsof each enemy character to the maximum number of points set in advancefor the enemy character, thereby updating the remaining action pointdata Dc2. Further, the control section 55 sets the line of fire of anambush attack and the ambush range that are set by each enemy characterto unset (canceled) states, thereby updating the ambush attack fire linedata Dc5 and the ambush range data Dc6.

In step 69, the control section 55 performs an enemy turn process andadvances the processing to the next step. It should be noted that theenemy turn process performed in the above step 69 will be describedlater.

Next, the control section 55 determines whether or not the game is to beended (step 70). In the above step 70, examples of conditions for endingthe game include: the fact that the result of the above game has beensettled; and the fact that the user has performed the operation ofending the game. If the game is not to be ended, the control section 55returns to the above step 62 and repeats the process thereof. If thegame is to be ended, the control section 55 ends the processing of theflow chart. Thereafter, the control section 55 repeatedly performs theseries of processes of steps 62 to 70 until it is determined in step 70that the game is to be ended.

With reference to FIG. 19, a description is given of the player turnprocess performed in the above step 65.

Referring to FIG. 19, the control section 55 acquires operation datafrom the input section 51, thereby updating the operation data Da (step81), and advances the processing to the next step.

Next, in accordance with the operation data acquired in the above step81, the control section 55 selects the operation target character to beoperated in the player turn (step 82) and advances the processing to thenext step. For example, if the operation data acquired in the above step81 indicates the operation of setting the operation target character,the control section 55 selects the operation target character from amongthe plurality of player characters in accordance with the operation andupdates the operation target character data Dd using data representingthe player character selected as the operation target character.Further, if the operation data acquired in the above step 81 does notindicate the operation of setting the operation target character, thecontrol section 55 maintains the operation target character indicated bythe operation target character data Dd and advances the processing tothe next step.

Next, the control section 55 selects a virtual camera corresponding tothe operation target character for drawing (step 83) and advances theprocessing to the next step. For example, the control section 55 sets,as a virtual camera used for displaying a virtual world image on thedisplay section 52, a virtual camera set so as to correspond to theoperation target character indicated by the operation target characterdata Dd, thereby updating the virtual camera data Df for distinguishingthe set virtual camera.

Next, the control section 55 determines whether or not the playercharacter set as the operation target character owns remaining actionpoints (step 84). For example, if the remaining action points indicatedby the remaining action point data Db2 of the player character set asthe operation target character are 0, the control section 55 determinesthat the player character does not own remaining action points. Then, ifthe operation target character owns remaining action points, the controlsection 55 advances the processing to step 85. Then, if, on the otherhand, the operation target character does not own remaining actionpoints, the control section 55 advances the processing to step 133 (seeFIG. 21).

In step 85, the control section 55 determines whether or not to causethe operation target character to move in the virtual world. Forexample, if the operation data acquired in the above step 81 indicatesthe operation of causing the operation target character to move, thecontrol section 55 makes an affirmative determination in the above step85. Then, if the operation target character is to be caused to move, thecontrol section 55 advances the processing to step 86. If, on the otherhand, the operation target character is not to be caused to move, thecontrol section 55 advances the processing to step 101 (see FIG. 20).

In step 86, the control section 55 determines whether or not the playercharacter set as the operation target character owns remaining actionpoints required for the movement. For example, if the remaining actionpoints indicated by the remaining action point data Db2 of the playercharacter set as the operation target character are less than the numberof points required for the movement, the control section 55 determinesthat the player character does not own remaining action points requiredfor the movement. Then, if the operation target character owns remainingaction points required for the movement, the control section 55 advancesthe processing to step 87. If, on the other hand, the operation targetcharacter does not own remaining action points required for themovement, the control section 55 advances the processing to step 101(see FIG. 20).

In step 87, in accordance with the operation data acquired in the abovestep 81, the control section 55 causes the operation target character tomove in the virtual world and advances the processing to the next step.For example, in accordance with the operation data, the control section55 sets the moving direction and the moving velocity of the operationtarget character in the virtual world. Then, based on the above movingdirection and moving velocity, the control section 55 sets the action ofthe player character moving from the position in the virtual worldindicated by the placement data Db1 of the player character set as theoperation target character and updates the placement data Db1 using theposition after the movement and the orientation after the movement.

Next, in accordance with the movement of the operation target character,the control section 55 causes the virtual camera corresponding to theoperation target character to move (step 88) and advances the processingto the next step. For example, based on the position, after themovement, and the orientation, after the movement, of the operationtarget character that have been set in the above step 87, the controlsection 55 sets the position and the orientation of the virtual cameraset so as to correspond to the operation target character and updatesdata of the virtual camera related to the operation target character inthe virtual camera data Df, using the set position and orientation ofthe virtual camera.

Next, the control section 55 determines whether or not the movementaction of the operation target character performed in the above step 87is a “return action” (step 89). For example, as described above withreference to FIGS. 7 to 9, a “return action” is set in the above versusgame. If the movement action of the operation target character performedin the above step 87 corresponds to this “return action”, the controlsection 55 makes an affirmative determination in the above step 89. Itshould be noted that if the consumption action points indicated by theconsumption action point data Db3 of the player character set as theoperation target character are 0, the control section 55 makes anegative determination in the above step 89. Then, if the movementaction of the operation target character performed in the above step 87is not a “return action”, the control section 55 advances the processingto step 90. If, on the other hand, the movement action of the operationtarget character performed in the above step 87 is a “return action”,the control section 55 advances the processing to step 91.

In step 90, the control section 55 converts remaining action points intoconsumption action points by the number of points corresponding to theamount of movement of the movement action of the operation targetcharacter performed in the above step 87 and advances the processing tostep 101 (see FIG. 20). For example, if the number of points to beconsumed in accordance with the amount of movement of the movementaction of the operation target character performed in the above step 87is “1”, the control section 55 subtracts 1 from the remaining actionpoints indicated by the remaining action point data Db2 of the playercharacter set as the operation target character, thereby updating theremaining action point data Db2, and adds 1 to the consumption actionpoints indicated by the consumption action point data Db3 of the playercharacter, thereby updating the consumption action point data Db3. Itshould be noted that the case is considered where, if the playercharacter set as the operation target character is found by an enemycharacter during movement, the remaining action points of the playercharacter are settled. For the player character found by an enemycharacter as a result of the movement in the above step 90, onlyremaining action points may be consumed in accordance with the movement,and consumption action points may be set to 0, thereby updating theremaining action point data Db2 and the consumption action point dataDb3 of the player character.

On the other hand, in step 91, the control section 55 restoresconsumption action points to remaining action points by the number ofpoints corresponding to the amount of movement of the movement action ofthe operation target character performed in the above step 87 andadvances the processing to step 101 (see FIG. 20). For example, if thenumber of points to be restored in accordance with the amount ofmovement of the movement action of the operation target characterperformed in the above step 87 is “1”, the control section 55 subtracts1 from the consumption action points indicated by the consumption actionpoint data Db3 of the player character set as the operation targetcharacter, thereby updating the consumption action point data Db3, andadds 1 to the remaining action points indicated by the remaining actionpoint data Db2 of the player character, thereby updating the remainingaction point data Db2.

Referring next to FIG. 20, in step 101, the control section 55determines whether or not the operation target character is to attack anenemy character in the virtual world. For example, if the operation dataacquired in the above step 81 indicates the attack operation of theoperation target character, the control section 55 makes an affirmativedetermination in the above step 101. Then, if the operation targetcharacter is to make an attack, the control section 55 advances theprocessing to step 102. If, on the other hand, the operation targetcharacter is not to make an attack, the control section 55 advances theprocessing to step 106.

In step 102, the control section 55 determines whether or not the playercharacter set as the operation target character owns remaining actionpoints required for the attack. For example, if the remaining actionpoints indicated by the remaining action point data Db2 of the playercharacter set as the operation target character are less than the numberof points required for the player character to make an attack, thecontrol section 55 determines that the player character does not ownremaining action points required for the attack. Then, if the operationtarget character owns remaining action points required for the attack,the control section 55 advances the processing to step 103. If, on theother hand, the operation target character does not own remaining actionpoints required for the attack, the control section 55 advances theprocessing to step 106.

In step 103, in accordance with the operation data acquired in the abovestep 81, the control section 55 performs the process of causing theoperation target character to attack an enemy character in the virtualworld and advances the processing to the next step. For example, inaccordance with the operation data, the control section 55 sets an enemycharacter to be attacked by the operation target character in thevirtual world and damage to be inflicted on the enemy character when theattack is successful. Then, in accordance with a predeterminedalgorithm, the control section 55 determines whether or not the attackis successful, then sets the action of the player character making theattack based on the orientation in the virtual world indicated by theplacement data Db1 of the player character set as the operation targetcharacter, and the action of the enemy character subjected to the attackbased on the orientation of the enemy character indicated by theplacement data Dc1, and updates the placement data Db1 and the placementdata Dc1 using the orientations resulting from the set actions. Further,based on the determined success or failure of the attack and the setdamage to be inflicted on the enemy character, the control section 55changes the parameter indicating the life of the enemy characterindicated by the placement data Dc1, thereby updating the placement dataDc1.

It should be noted that if the attacked enemy character has set anambush range, the position of the ambush range may be changed toward theplayer character having made the attack. In this case, the direction ofthe line of fire of an ambush attack of the enemy is changed toward theplayer character having attacked the enemy character, at a predeterminedangular velocity about the position of the enemy character, therebyupdating the ambush attack fire line data Dc5 of the enemy character.Then, the ambush range of the enemy is moved to a position having itscenter on the line of fire of an ambush attack of the enemy after themovement, and the ambush range data Dc6 of the enemy character isupdated using the position of the ambush range after the movement.

Next, the control section 55 reduces the remaining action points by thenumber of points corresponding to the content of the attack in theattack action of the operation target character performed in the abovestep 103 (step 104) and advances the processing to the next step. Forexample, if the number of points to be consumed in accordance with thecontent of the attack in the attack action of the operation targetcharacter performed in the above step 103 is “2”, the control section 55subtracts 2 from the remaining action points indicated by the remainingaction point data Db2 of the player character set as the operationtarget character, thereby updating the remaining action point data Db2.

Next, the control section 55 sets the consumption action points of theoperation target character to 0 (step 105) and advances the processingto step 106. For example, the control section 55 sets the consumptionaction points indicated by the consumption action point data Db3 of theplayer character set as the operation target character, to 0, therebyupdating the consumption action point data Db3. If the player characterset as the operation target character has attacked the enemy characteras a result of the processes of steps 104 and 105, the remaining actionpoints decrease in accordance with the content of the attack, andsimultaneously, the consumption action points become 0, thereby settlingthe remaining action points of the player character.

In step 106, the control section 55 determines whether or not theoperation target character is to make an ambush attack on an enemycharacter in the virtual world. For example, if the operation dataacquired in the above step 81 indicates the operation of setting theambush attack of the operation target character, the control section 55makes an affirmative determination in the above step 106. Then, if theoperation target character is to make an ambush attack, the controlsection 55 advances the processing to step 107. If, on the other hand,the operation target character is not to make an ambush attack, thecontrol section 55 advances the processing to step 110.

In step 107, the control section 55 determines whether or not the playercharacter set as the operation target character owns remaining actionpoints required for the ambush attack. For example, if the remainingaction points indicated by the remaining action point data Db2 of theplayer character set as the operation target character are less than thenumber of points required for the player character to make an ambushattack, the control section 55 determines that the player character doesnot own remaining action points required for the ambush attack. Then, ifthe operation target character owns remaining action points required forthe ambush attack, the control section 55 advances the processing tostep 108. If, on the other hand, the operation target character does notown remaining action points required for the ambush attack, the controlsection 55 advances the processing to step 110.

In step 108, in accordance with the operation data acquired in the abovestep 81, the control section 55 performs the process of setting anambush attack position in the virtual world and advances the processingto the next step. For example, in accordance with the operation data,the control section 55 sets an ambush attack position that is the centerof an ambush range where the operation target character makes an ambushattack in the virtual world (see FIGS. 10 and 11), and sets the ambushattack position data Db4 of the player character set as the operationtarget character, using data (e.g., coordinate data) representing theset ambush attack position in the virtual world.

Next, based on the ambush attack position set in the above step 108, thecontrol section 55 performs the process of setting an ambush range inthe virtual world and advances the processing to step 110. For example,the control section 55 sets as an ambush range a range having apredetermined angle to each of the left and right of the operationtarget character with respect to the ambush attack position and also arange except for the blind spot of the operation target character (seeFIGS. 10 and 11) and sets the ambush range data Db6 of the playercharacter set as the operation target character, using data representingthe set ambush range in the virtual world. Further, the control section55 sets the line of fire of an ambush attack (see FIGS. 10 and 11) inthe direction from the operation target character to the ambush attackposition in the virtual world and sets the ambush attack fire line dataDb5 of the player character set as the operation target character, usingdata representing the set line of fire of an ambush attack in thevirtual world.

In step 110, the control section 55 determines whether or not theoperation target character is to perform the action of handing overremaining action points to another one of the player characters in thevirtual world. For example, if the operation data acquired in the abovestep 81 indicates that the handover action is to be performed, thecontrol section 55 makes an affirmative determination in the above step110. Then, if the operation target character is to perform the action ofhanding over remaining action points, the control section 55 advancesthe processing to step 111. If, on the other hand, the operation targetcharacter is not to perform the action of handing over remaining actionpoints, the control section 55 advances the processing to step 121 (seeFIG. 21).

In step 111, in accordance with the operation data acquired in the abovestep 81, the control section 55 performs the process for the action ofthe operation target character handing over remaining action points toanother one of the player characters and advances the processing to thenext step. For example, in accordance with the operation data, thecontrol section 55 sets one of the player characters as the other partyto which remaining action points are to be handed over, and the numberof remaining action points to be handed over. Then, based on the otherparty and the number of points, the control section 55 sets theorientation in the virtual world indicated by the placement data Db1 ofthe player character set as the operation target character, to theorientation (the action) of handing over remaining action points andsets the orientation in the virtual world indicated by the placementdata Db1 of the player character as the other party, to the orientation(the action) of receiving remaining action points, thereby updating theplacement data Db1 of each player character.

Next, in accordance with the number of remaining action points to behanded over, the control section 55 reduces the remaining action pointsof the operation target character (step 112) and advances the processingto the next step. For example, based on the set number of remainingaction points to be handed over, the control section 55 subtracts thenumber of points from the remaining action points indicated by theremaining action point data Db2 of the player character set as theoperation target character, thereby updating the remaining action pointdata Db2.

Next, in accordance with the number of remaining action points to behanded over, the control section 55 increases the remaining actionpoints of the player character as the other party to which remainingaction points are to be handed over (step 113), and advances theprocessing to the next step. For example, based on the set number ofremaining action points to be handed over, the control section 55 addsthe number of points to the remaining action points indicated by theremaining action point data Db2 of the player character as the otherparty to which remaining action points are to be handed over, therebyupdating the remaining action point data Db2.

Next, the control section 55 sets the consumption action points of eachof the operation target character and the player character as the otherparty to which remaining action points are to be handed over, to 0 (step114), and advances the processing to step 121 (see FIG. 21). Forexample, the control section 55 sets the consumption action pointsindicated by the consumption action point data Db3 of the playercharacter set as the operation target character and the consumptionaction points indicated by the consumption action point data Db3 of theplayer character as the other party to which remaining action points areto be handed over, to 0, thereby updating the consumption action pointdata Db3 of each player character. If the player character set as theoperation target character has handed over remaining action points tothe other character as a result of the processes of steps 112 to 114,the remaining action points increase and/or decrease in accordance withthe number of points to be handed over, and simultaneously, theconsumption action points become 0, thereby settling the remainingaction points of the player character.

Referring next to FIG. 21, in step 121, the control section 55determines whether or not the operation target character has entered theambush range of an enemy character set in the virtual world. Forexample, based on the placement position in the virtual world indicatedby the placement data Db1 of the player character set as the operationtarget character and the ambush range in the virtual world indicated bythe ambush range data Dc6 set by each enemy character, the controlsection 55 determines whether or not the operation target character hasentered the ambush range of an enemy character, based on whether or notthe placement position of the player character is included in any of theambush ranges. Then, if the operation target character has entered theambush range of an enemy character, the control section 55 advances theprocessing to step 122. If, on the other hand, the operation targetcharacter has not entered the ambush range of an enemy character, thecontrol section 55 advances the processing to step 128. It should benoted that when it is determined whether or not the placement positionof the player character is included in any of the ambush ranges,determinations may be made in multiple steps. For example, in a firstdetermination, a determination is not made using the accurate ambushrange, but a temporary determination is made using a rough ambush rangeincluding the ambush range (for example, the virtual world is dividedinto a plurality of blocks, and the block including the ambush range isset as a rough ambush range). Then, if it is determined in the temporarydetermination that the operation target character has entered the roughambush range, a final determination regarding the placement position ofthe player character is made using the boundary line of the accurateambush range. Determinations in two or more steps are thus made, wherebyit is possible to reduce the processing load required for thedetermination of entry into the ambush range.

In step 122, the control section 55 determines whether or not theoperation target character having entered the ambush range of an enemycharacter crosses the line of fire of an ambush attack set in the ambushrange. For example, based on the placement position in the virtual worldindicated by the placement data Db1 of the player character set as theoperation target character and the line of fire of an ambush attack inthe virtual world indicated by the ambush attack fire line data Dc5 ofthe enemy character having set the ambush range entered by the playercharacter, if a predetermined range having its center at the placementposition of the player character crosses the line of fire of an ambushattack, the control section 55 makes an affirmative determination in theabove step 122. Then, if the operation target character crosses the lineof fire of an ambush attack, the control section 55 advances theprocessing to step 123. If, on the other hand, the operation targetcharacter does not cross the line of fire of an ambush attack, thecontrol section 55 advances the processing to step 126.

In step 123, the control section 55 performs the process of theoperation target character being subjected to an ambush attack by theenemy character having set the ambush range in the virtual world andadvances the processing to the next step. For example, in accordancewith a predetermined algorithm, the control section 55 determineswhether or not the ambush attack of the enemy character on the operationtarget character in the virtual world is to be successful. Then, thecontrol section 55 sets damage to be inflicted on the operation targetcharacter when the ambush attack is successful. Then, based on theorientation in the virtual world indicated by the placement data Db1 ofthe player character set as the operation target character, the controlsection 55 sets the action of being subjected to the ambush attack bythe enemy character. Based on the orientation of the enemy characterindicated by the placement data Dc1, the control section 55 sets theaction of the enemy character making the ambush attack. Then, thecontrol section 55 updates the placement data Db1 and the placement dataDc1 using the orientations resulting from the set actions. Further,based on the determined success or failure of the ambush attack and theset damage to be inflicted on the operation target character, thecontrol section 55 changes the parameter indicating the life indicatedby the placement data Db1 of the player character set as the operationtarget character, thereby updating the placement data Db1. Further, thecontrol section 55 reduces the remaining action points of the enemycharacter having made the ambush attack, by the number of pointscorresponding to the content of the attack in the ambush attack actionand updates the remaining action point data Dc2 of the enemy characterusing the number of remaining action points resulting from thereduction.

Next, the control section 55 determines whether or not the enemycharacter having made the ambush attack in the above step 123 ownsremaining action points required to make an ambush attack anew (step124). For example, if the remaining action points indicated by theremaining action point data Dc2 of the enemy character having made theambush attack are less than the number of points required for the enemycharacter to make an ambush attack anew, the control section 55determines that the enemy character does not own remaining action pointsrequired for the ambush attack. Then, if the enemy character ownsremaining action points required to make an ambush attack anew, thecontrol section 55 advances the processing to step 133. If, on the otherhand, the enemy character does not own remaining action points requiredto make an ambush attack anew, the control section 55 advances theprocessing to step 125.

In step 125, the control section 55 cancels the ambush range set by theenemy character having made the ambush attack in the above step 123 andadvances the processing to step 133. For example, the control section 55deletes the ambush range indicated by the ambush range data Dc6 of theenemy character having made the ambush attack in the above step 123,thereby canceling the ambush range.

If, on the other hand, it is determined in the above step 122 that theoperation target character does not cross the line of fire of an ambushattack, the control section 55 performs the process of moving the lineof fire of an ambush attack (step 126) and advances the processing tothe next step. For example, based on the placement position in thevirtual world indicated by the placement data Db1 of the playercharacter set as the operation target character, the placement positionin the virtual world indicated by the placement data Dc1 of the enemycharacter having set the ambush range entered by the player character,and the line of fire of an ambush attack in the virtual world indicatedby the ambush attack fire line data Dc5 of the enemy character, thecontrol section 55 moves the line of fire of an ambush attack at apredetermined angular velocity about the placement position of the enemycharacter so as to come close to the placement position of the playercharacter. Then, the control section 55 updates the ambush attack fireline data Dc5 of the enemy character using the position of the line offire of an ambush attack after the movement.

Next, the control section 55 performs the process of moving the ambushrange (step 127) and advances the processing to step 133. For example,the control section 55 moves the ambush range in which the line of fireof an ambush attack moved in the above step 126 is set, to a positionhaving its center on the line of fire of an ambush attack after themovement, and updates the ambush range data Dc6 corresponding to themoved ambush range, using the position of the ambush range after themovement.

If it is determined in the above step 121 that the operation targetcharacter has not entered the ambush range of an enemy character set inthe virtual world, the control section 55 determines whether or not theoperation target character is to perform another action in the virtualworld. For example, if the operation data acquired in the above step 81indicates the operation of causing the operation target character toperform another action, the control section 55 makes an affirmativedetermination in the above step 121. Then, if the operation targetcharacter is to perform another action, the control section 55 advancesthe processing to step 129. If, on the other hand, the operation targetcharacter is not to perform another action, the control section 55advances the processing to step 133.

In step 129, the control section 55 performs the process of causing theoperation target character to perform another action and advances theprocessing to the next step. For example, in accordance with theoperation data, the control section 55 sets another action to beperformed by the player character, based on the placement data Db1 ofthe player character set as the operation target character and the like,and updates the placement data Db1 and the like using the orientationresulting from the set action.

Next, in accordance with the content of the other action performed bythe operation target character in the above step 129, the controlsection 55 reduces the remaining action points where necessary (step130) and advances the processing to the next step. For example, if thenumber of points to be consumed in accordance with the content of theother action performed by the operation target character in the abovestep 129 is “1”, the control section 55 subtracts 1 from the remainingaction points indicated by the remaining action point data Db2 of theplayer character set as the operation target character, thereby updatingthe remaining action point data Db2.

Next, the control section 55 determines whether or not the other actionperformed by the operation target character in the above step 129 is anaction for settling the remaining action points (step 131). For example,in this versus game, actions to be performed by the player character areclassified into an action for settling the remaining action points andan action for not settling the remaining action points. In the abovestep 131, the determination is made based on this classification. As anexample, if the player character has performed the action of obtaining afirst item placed in the virtual world, or the player character hasperformed the operation of being found by an enemy, it may be determinedthat the other action is an action for settling the remaining actionpoints. As another example, if the other action is the action of theplayer character obtaining a second item different in type from thefirst item placed in the virtual world, it may be determined the otheraction is an action for not settling the remaining action points. If theother action is the action of settling the remaining action points, thecontrol section 55 advances the processing to step 132. If, on the otherhand, the other action is an action for not settling the remainingaction points, the control section 55 advances the processing to step133.

In step 132, the control section 55 sets the consumption action pointsof the operation target character to 0 and advances the processing tostep 133. For example, the control section 55 sets the consumptionaction points indicated by the consumption action point data Db3 of theplayer character set as the operation target character, to 0, therebyupdating the consumption action point data Db3. If the player characterset as the operation target character has performed the other action ofsettling the points as a result of the processes of steps 131 and 132,the remaining action points decrease in accordance with the content ofthe action, and simultaneously, the consumption action points become 0,thereby settling the remaining action points of the player character.

In step 133, in accordance with the action points of the playercharacter set as the operation target character, the control section 55performs the process of setting an action point gauge and displaying theaction point gauge on the display section 52 and advances the processingto the next step. For example, based on the remaining action points andthe consumption action points indicated by the remaining action pointdata Db2 and the consumption action point data Db3 of the playercharacter set as the operation target character, the control section 55sets the numbers and the placement positions of remaining action pointimages APr and consumption action point images APc to be displayed in anaction point gauge G. Further, in accordance with the number ofremaining action points to be consumed when the player character makesan attack, the control section 55 sets the size and the placementposition of an attack consumption frame image B. Then, the controlsection 55 reads, from the image data Di, a VRAM (Video RAM), or thelike, data necessary for generating a game image, thereby generating animage of the action point gauge G (see FIG. 2 to FIGS. 8 and 10), andstores the generated image in the VRAM.

Next, the control section 55 performs the process of generating avirtual world image to be displayed on the display section 52 anddisplaying the virtual world image on the display section 52 (step 134)and advances the processing to the next step. For example, the controlsection 55 reads, from the storage section 56, pieces of datarepresenting the results of the player turn process, reads, from theimage data Di, the VRAM, or the like, data necessary for generating avirtual world image, thereby generating a virtual world image, andstores the generated virtual world image in the VRAM so that the imageof the action point gauge G is displayed in a superimposed manner. As anexample, a virtual world image is generated as a three-dimensional (ortwo-dimensional) CG image obtained by: placing each player character inthe virtual world based on the placement data Db1; placing each enemycharacter in the virtual world based on the placement data Dc1; andcalculating the virtual world viewed from the virtual camera set fordrawing and placed based on the virtual camera data Df.

Next, the control section 55 determines whether or not the player turnis to be ended (step 135). Examples of conditions for ending the playerturn in the above step 135 include: the satisfaction of the conditionunder which the player turn is ended; and the fact that the user hasperformed the operation of ending the player turn. Then, if the playerturn is to be ended, the control section 55 advances the processing tostep 136. If, on the other hand, the player turn is to be ended, thecontrol section 55 ends the processing of this subroutine.

In step 136, the control section 55 sets the player turn flag to off andthe enemy turn flag to on and ends the processing of the subroutine. Forexample, the control section 55 sets the player turn flag to off,thereby updating the player turn flag data Dg, and sets the enemy turnflag to on, thereby updating the enemy turn flag data Dh.

With reference to FIG. 22, a description is given of the enemy turnprocess performed in the above step 69.

Referring to FIG. 22, the control section 55 acquires operation datafrom the input section 51, thereby updating the operation data Da (step141), and advances the processing to the next step.

Next, the control section 55 selects from among a plurality of enemycharacters an enemy character to perform an action, causes the enemycharacter to perform an action in the virtual world based on apredetermined algorithm (step 142), and advances the processing to thenext step. For example, in accordance with the above action, the controlsection 55 updates the placement data Dc1 of the enemy character havingperformed the above action.

Next, in accordance with the content of the action performed by theenemy character in the above step 142, the control section 55 reducesthe remaining action points where necessary (step 143) and advances theprocessing to the next step. For example, if the number of points to beconsumed in accordance with the content of the action performed by theenemy character in the above step 142 is “1”, the control section 55subtracts 1 from the remaining action points indicated by the remainingaction point data Dc2 of the enemy character having performed theaction, thereby updating the remaining action point data Dc2.

Next, the control section 55 determines whether or not there is a playercharacter (a corresponding target character) set as a correspondingtarget by the action of the enemy character performed in the above step142 (step 144). Here, a corresponding target character is a playercharacter which, when an enemy character has performed an action, hasthe degree of association with the enemy character greater than apredetermined threshold and is most related to the enemy character.Then, if there is a corresponding target character, the control section55 updates the corresponding target character data De using datarepresenting the player character selected as the corresponding targetcharacter and advances the processing to step 145. If, on the otherhand, there is not a corresponding target character, the control section55 advances the processing to step 147.

In step 145, the control section 55 selects a virtual cameracorresponding to the corresponding target character for drawing andadvances the processing to the next step. For example, the controlsection 55 sets, as a virtual camera used for displaying a virtual worldimage on the display section 52, a virtual camera set so as tocorrespond to the corresponding target character indicated by thecorresponding target character data De, thereby updating the virtualcamera data Df for distinguishing the set virtual camera.

Next, the control section 55 performs a process on the player characterset as the corresponding target character where necessary (step 146) andadvances the processing to step 147. For example, in accordance with thecontent of the setting of the player character as the correspondingtarget character, the control section 55 performs a process on theplayer character. As a first example, if the player character has beenset as the corresponding target character by being found by (enteringthe range of field of view of) an enemy character, the control section55 sets an action indicating that the player character has been found bythe enemy character, and updates the placement data Db1 of the playercharacter using the orientation resulting from the set action. As asecond example, if the player character has been set as thecorresponding target character by being attacked by an enemy character,the control section 55 sets the action of being attacked by the enemycharacter and damage resulting from the attack and updates the placementdata Db1 of the player character using the orientation and the damageresulting from the set action. As a third example, if the playercharacter has been set as the corresponding target character by an enemycharacter entering the ambush range of the player character, the controlsection 55 sets the action of making an ambush attack on the enemycharacter and updates the placement data Db1 of the player characterusing the orientation resulting from the set action.

It should be noted that if the player character set as the correspondingtarget has set an ambush range, the position of the ambush range may bechanged toward the enemy character having set the corresponding target.In this case, the direction of the line of fire of an ambush attack ofthe player character is changed toward the enemy character having setthe player character as the corresponding target, at a predeterminedangular velocity about the position of the player character, therebyupdating the ambush attack fire line data Db5 of the player character.Then, the ambush range of the player character is moved to a positionhaving its enter on the line of fire of an ambush attack of the playercharacter after the movement, and the ambush range data Db6 of theplayer character is updated using the position of the ambush range afterthe movement.

In step 147, the control section 55 determines whether or not to set theenemy character to make an ambush attack on the player character in thevirtual world. Then, if the enemy character is to be set to make anambush attack, the control section 55 advances the processing to step148. If, on the other hand, the enemy character is not to be set to makean ambush attack, the control section 55 advances the processing to step149.

In step 148, the control section 55 performs the process of setting anambush range and the line of fire of an ambush attack in the virtualworld and advances the processing to step 149. For example, based on theenemy character set to make an ambush attack, the control section 55sets as an ambush range a range having a predetermined angle to each ofthe left and right of the enemy character and also a range except forthe blind spot of the enemy character and sets the ambush range data Dc6of the enemy character using data representing the ambush range in thevirtual world. Further, the control section 55 sets the line of fire ofan ambush attack in the direction from the enemy character to the front(the center of the ambush range) in the virtual world and sets theambush attack fire line data Dc5 of the enemy character using datarepresenting the line of fire of an ambush attack in the virtual world.

In step 149, the control section 55 determines whether or not theoperation of moving the virtual camera has been performed. For example,if the operation data acquired in the above step 141 indicates theoperation of moving the virtual camera, the control section 55 makes anaffirmative determination in the above step 149. Then, if the virtualcamera is to be moved, the control section 55 advances the processing tostep 150. If, on the other hand, the virtual camera is not to be moved,the control section 55 advances the processing to step 161 (see FIG.23).

In step 150, in accordance with the operation data acquired in the abovestep 141, the control section 55 changes the position and/or theorientation of the virtual camera set for drawing and advances theprocessing to step 161 (see FIG. 23). For example, based on the initialposition and the initial orientation set for the virtual camera set fordrawing, the control section 55 changes the position and/or theorientation of the virtual camera within a predetermined range (e.g.,within 30° upward, downward, leftward, and rightward with respect to thecorresponding target character) in accordance with the operation dataacquired in the above step 141 and updates the virtual camera data Dfusing the position and/or the orientation of the virtual camera afterthe change.

Referring next to FIG. 23, in step 161, the control section 55determines whether or not an enemy character has entered the ambushrange of the player character set in the virtual world. For example,based on the placement position in the virtual world indicated by theplacement data Dc1 of an enemy character as an action target at thecurrent moment and the ambush range in the virtual world indicated bythe ambush range data Db6 set by each player character, the controlsection 55 determines whether or not the enemy character has entered theambush range of the player character, based on whether or not theplacement position of the enemy character is included in any of theambush ranges. Then, if the enemy character has entered the ambush rangeof the player character, the control section 55 advances the processingto step 162. If, on the other hand, the enemy character has not enteredthe ambush range of the player character, the control section 55advances the processing to step 171. It should be noted that the methodfor determining whether or not the character has entered the ambushrange is similar to that in step 121 described above, and therefore isnot described in detail.

In step 162, the control section 55 determines whether or not the enemycharacter having entered the ambush range of the player charactercrosses the line of fire of an ambush attack set in the ambush range.For example, based on the placement position in the virtual worldindicated by the placement data Dc1 of the enemy character havingentered the ambush range of the player character and the line of fire ofan ambush attack in the virtual world indicated by the ambush attackfire line data Db5 of the player character having set the ambush rangeentered by the enemy character, if a predetermined range having itscenter at the placement position of the enemy character crosses the lineof fire of an ambush attack, the control section 55 makes an affirmativedetermination in the above step 162. Then, if the enemy charactercrosses the line of fire of an ambush attack, the control section 55advances the processing to step 163. If, on the other hand, the enemycharacter does not cross the line of fire of an ambush attack, thecontrol section 55 advances the processing to step 169.

In step 163, the control section 55 performs the process of the enemycharacter being subjected to an ambush attack by the player characterhaving set the ambush range in the virtual world and advances theprocessing to the next step. For example, in accordance with apredetermined algorithm, the control section 55 determines whether ornot the ambush attack of the player character on the enemy character inthe virtual world is to be successful. Then, the control section 55 setsdamage to be inflicted on the enemy character when the ambush attack issuccessful. Then, the control section 55 sets the action of beingsubjected to the ambush attack by the player character based on theorientation in the virtual world indicated by the placement data Dc1 ofthe enemy character, also sets the action of the player character makingthe ambush attack based on the orientation of the player characterindicated by the placement data Db1 of the player character to make theambush attack, and updates the placement data Dc1 and the placement dataDb1 using the orientations resulting from the set actions. Further,based on the determined success or failure of the ambush attack and theset damage to be inflicted on the enemy character, the control section55 changes the parameter indicating the life indicated by the placementdata Dc1 of the enemy character, thereby updating the placement dataDc1.

Next, in accordance with the content of the attack in the performedambush attack action, the control section 55 reduces the remainingaction points of the player character (step 164) and advances theprocessing to the next step. For example, the control section 55 reducesthe remaining action points of the player character having made theambush attack, by the number of points corresponding to the content ofthe attack in the ambush attack action and updates the remaining actionpoint data Db2 of the player character using the number of remainingaction points resulting from the reduction.

Next, the control section 55 determines whether or not to give a specialeffect to the enemy character subjected to the ambush attack action(step 165). Here, the special effect refers to an effect that is notobtained when a player character attacks an enemy character during aplayer turn. For example, the special effect is the effect of making theenemy character incapable of performing an action when subjected to theambush attack, or the effect of inflicting relatively great damage onthe enemy character. A special effect is given to the enemy charactersubjected to the ambush attack action with a predetermined probability.Then, if a special effect is to be given to the enemy charactersubjected to the ambush attack action, the control section 55 advancesthe processing to step 166. If, on the other hand, a special effect isnot to be given to the enemy character subjected to the ambush attackaction, the control section 55 advances the processing to step 167.

In step 166, the control section 55 performs the process of giving aspecial effect to the enemy character subjected to the ambush attackaction and advances the processing to step 167. For example, if thespecial effect to be given to the enemy character is the effect ofmaking the enemy character incapable of performing an action, thecontrol section 55 sets the remaining action points indicated by theremaining action point data Dc2 of the enemy character subjected to theambush attack action, to 0, thereby updating the remaining action pointdata Dc2. Further, if the special effect to be given to the enemycharacter is the effect of inflicting relatively great damage, thecontrol section 55 further reduces the life of the enemy charactersubjected to the ambush attack action, thereby updating the placementdata Db1 of the enemy character.

In step 167, the control section 55 determines whether or not the playercharacter having made the ambush attack in the above step 163 ownsremaining action points required to make an ambush attack anew. Forexample, if the remaining action points indicated by the remainingaction point data Db2 of the player character having made the ambushattack are less than the number of points required for the playercharacter to make an ambush attack anew, the control section 55determines that the player character does not own remaining actionpoints required for the ambush attack. Then, if the player characterowns remaining action points required to make an ambush attack anew, thecontrol section 55 advances the processing to step 171. If, on the otherhand, the player character does not own remaining action points requiredto make an ambush attack anew, the control section 55 advances theprocessing to step 168.

It should be noted that if the player character having made the ambushattack in the above step 163 owns remaining action points required tomake an ambush attack anew, the player character may continuously makean ambush attack anew on the same enemy character on which the playercharacter has made the ambush attack. In this case, the player characterhaving made the ambush attack in the above step 163 continues to make anambush attack on the same enemy character until the number of remainingaction points becomes less than the number of points required to make anambush attack.

In step 168, the control section 55 cancels the ambush range set by theplayer character having made the ambush attack in the above step 163 andadvances the processing to step 171. For example, the control section 55deletes the ambush range indicated by the ambush range data Db6 of theplayer character having made the ambush attack in the above step 163,thereby canceling the ambush range.

If, on the other hand, it is determined in the above step 162 that theenemy character having entered the ambush range does not cross the lineof fire of an ambush attack, the control section 55 performs the processof moving the line of fire of an ambush attack of the player character(step 169) and advances the processing to the next step. For example,based on the placement position in the virtual world indicated by theplacement data Dc1 of the enemy character having entered the ambushrange, the placement position in the virtual world indicated by theplacement data Db1 of the player character having set the ambush rangeentered by the enemy character, and the line of fire of an ambush attackin the virtual world indicated by the ambush attack fire line data Db5of the player character, the control section 55 moves the line of fireof an ambush attack at a predetermined angular velocity about theplacement position of the player character so as to come close to theplacement position of the enemy character. Then, the control section 55updates the ambush attack fire line data Db5 of the player characterusing the position of the line of fire of an ambush attack after themovement.

Next, the control section 55 performs the process of moving the ambushrange of the player character (step 170) and advances the processing tostep 171. For example, the control section 55 moves the ambush range inwhich the line of fire of an ambush attack moved in the above step 169is set, to a position having its center on the line of fire of an ambushattack after the movement, and updates the ambush range data Db6corresponding to the moved ambush range, using the position of theambush range after the movement.

In step 171, in accordance with the action points of the playercharacter for which the virtual camera for drawing has been set, thecontrol section 55 performs the process of setting an action point gaugeand displaying the action point gauge on the display section 52 andadvances the processing to the next step. For example, based on theremaining action points and the consumption action points indicated bythe remaining action point data Db2 and the consumption action pointdata Db3 of the player character for which the virtual camera fordrawing has been set (e.g., the corresponding target character or theplayer character having performed an action last in the most recentplayer turn), the control section 55 sets the numbers and the placementpositions of remaining action point images APr and consumption actionpoint images APc to be displayed in an action point gauge G. Further, inaccordance with the number of remaining action points to be consumedwhen the player character makes an attack, the control section 55 setsthe size and the placement position of an attack consumption frame imageB. Then, the control section 55 reads, from the image data Di, the VRAM(Video RAM), or the like, data necessary for generating a game image,thereby generating an image of the action point gauge G (see FIG. 13),and stores the generated image in the VRAM.

Next, the control section 55 performs the process of generating avirtual world image to be displayed on the display section 52 anddisplaying the virtual world on the display section 52 (step 172) andadvances the processing to the next step. For example, the controlsection 55 reads, from the storage section 56, pieces of datarepresenting the results of the enemy turn process and reads, from theimage data Di, the VRAM, of the like, data necessary for generating avirtual world image, thereby generating a virtual world image, andstores the generated virtual world image in the VRAM so that the imageof the action point gauge G is displayed in a superimposed manner. As anexample, a virtual world image is generated as a three-dimensional (ortwo-dimensional) CG image obtained by: placing each player character inthe virtual world based on the placement data Db1; placing each enemycharacter in the virtual world based on the placement data Dc1; andcalculating the virtual world viewed from the virtual camera set fordrawing and placed based on the virtual camera data Df. It should benoted that the image of the action point gauge G may not be displayed,superimposed on the virtual world image during the enemy turn. Forexample, if remaining action points do not remain for the playercharacter for which the virtual camera for drawing has been set, or ifthe player character is not performing an action such as an ambushattack, the image of the action point gauge G may not be displayed,superimposed on the virtual world image.

Next, the control section 55 determines whether or not the enemy turn isto be ended (step 173). Examples of conditions for ending the enemy turnin the above step 173 include: the satisfaction of the condition underwhich the enemy turn is ended. Then, if the enemy turn is to be ended,the control section 55 advances the processing to step 174. If, on theother hand, the enemy turn is not to be ended, the control section 55ends the processing of the subroutine.

In step 174, the control section 55 sets the player turn flag to on andthe enemy turn flag to off and ends the processing of the subroutine.For example, the control section 55 sets the player turn flag to on,thereby updating the player turn flag data Dg, and sets the enemy turnflag to off, thereby updating the enemy turn flag data Dh.

It should be noted that the above descriptions have been given using anexample where the information processing apparatus 5 performs theinformation processing (the game processing). Alternatively, anotherapparatus other than the information processing apparatus 5 may performat least some of the processing steps in the processing. For example, ifthe information processing apparatus 5 is further configured tocommunicate with another apparatus other than the information processingapparatus 5 (e.g., another server, another game apparatus, or anothermobile terminal), the other apparatus may cooperate to perform theprocessing steps of the processing. Another apparatus may thus performat least some of the processing steps in the processing, which enablesprocessing similar to that described above. Further, the processingdescribed above can be performed by a processor or the cooperation of aplurality of processors, the processor or the plurality of processorsincluded in an information processing system including at least oneinformation processing apparatus. Further, in the above exemplaryembodiment, the processing of the flow charts described above isperformed by the control section 55 of the information processingapparatus 5 executing a predetermined program. Alternatively, part orall of the processing of the flow charts may be performed by a dedicatedcircuit included in the information processing apparatus 5.

Here, the above variations make it possible to achieve the exemplaryembodiment also by a system form such as cloud computing, or a systemform such as a distributed wide area network or a local area network.For example, in a system form such as a distributed local area network,it is possible to execute the processing between a stationaryinformation processing apparatus (a stationary game apparatus) and amobile information processing apparatus (a mobile game apparatus) by thecooperation of the apparatuses. It should be noted that, in these systemforms, there is no particular limitation on which apparatus performs theprocess of each step in the above processing. Thus, it goes withoutsaying that it is possible to achieve the exemplary embodiment bysharing the processing in any manner.

In addition, the processing orders, the setting values, the conditionsused in the determinations, and the like that are used in the gameprocessing described above are merely illustrative. Thus, it goeswithout saying that the exemplary embodiment can be achieved also withother orders, other values, and other conditions. Further, the aboveexemplary embodiment has been described using game processing, taking aversus game as an example. Alternatively, the exemplary embodiment canbe achieved not only by a versus game but also by another game.

In addition, the information processing program (the game program) maybe supplied to the information processing apparatus 5 not only throughan external storage medium such as an external memory, but also througha wired or wireless communication link. Further, the program may bestored in advance in a non-volatile storage device included in theinformation processing apparatus 5. It should be noted that examples ofan information storage medium having stored therein the program mayinclude CD-ROMs, DVDs, optical disk storage media similar to these,flexible disks, hard disks, magneto-optical disks, and magnetic tapes,as well as non-volatile memories. Alternatively, an information storagemedium having stored therein the program may be a volatile memory forstoring the program. It can be said that such a storage medium is astorage medium readable by a computer or the like. For example, it ispossible to provide the various functions described above by causing acomputer or the like to load a program from the storage medium andexecute it.

While some exemplary systems, exemplary methods, exemplary devices, andexemplary apparatuses have been described in detail above, the abovedescriptions are merely illustrative in all respects, and do not limitthe scope of the systems, the methods, the devices, and the apparatuses.It goes without saying that the systems, the methods, the devices, andthe apparatuses can be improved and modified in various manners withoutdeparting the spirit and scope of the appended claims. It is understoodthat the scope of the systems, the methods, the devices, and theapparatuses should be interpreted only by the scope of the appendedclaims. Further, it is understood that the specific descriptions of theexemplary embodiment enable a person skilled in the art to carry out anequivalent scope on the basis of the descriptions of the exemplaryembodiment and general technical knowledge. It should be understoodthat, when used in the specification, the components and the likedescribed in the singular with the word “a” or “an” preceding them donot exclude the plurals of the components. Furthermore, it should beunderstood that, unless otherwise stated, the terms used in thespecification are used in their common meanings in the field. Thus,unless otherwise defined, all the jargons and the technical terms usedin the specification have the same meanings as those generallyunderstood by a person skilled in the art in the field of the exemplaryembodiment. If there is a conflict, the specification (includingdefinitions) takes precedence.

As described above, the exemplary embodiment is useful as, for example,a game program, a game apparatus, a game system, a game processingmethod, and the like in order, for example, to further increase thelevel of strategy of a game.

What is claimed is:
 1. A computer-readable storage medium having storedtherein a game program executed by a computer capable of executing agame that advances by alternately repeating a player turn, in which aplayer character can perform an action in a virtual world in accordancewith a player input, and an opponent turn, in which an opponentcharacter can perform an action, the computer included in an informationprocessing apparatus, the game program causing the computer to execute:acquiring an input; causing a first player character to perform anaction by operating the first player character in accordance with theinput; causing a second player character to perform an action byoperating the second player character in accordance with the input;switching a player character as an action target for performing anaction corresponding to the input; setting a position and/or a directionof a virtual camera in accordance with a position and/or a direction, inthe virtual world, of the player character as the action target, andchanging the position and/or the direction of the virtual camera inaccordance with the action of the player character; displaying on adisplay apparatus an image of the virtual world viewed from the virtualcamera set for the player character as the action target; and ending theplayer turn, wherein in the switching of the action target, the actiontarget can be switched to the second player character during theoperation on the first player character as the action target in the sameplayer turn so that a first position and/or direction of the virtualcamera having a point of view at the back of the first player characterand having a fixation point in the forward direction of the first playercharacter is switched to a second position and/or direction of thevirtual camera having a point of view at the back of the second playercharacter and having a fixation point in the forward direction of thesecond player character.
 2. The computer-readable storage medium havingstored therein the game program according to claim 1, wherein in theswitching of the action target, the action target can be switched to thesecond player character during the operation on the first playercharacter as the action target in the same player turn, and the actiontarget can be switched to the first player character again after theaction of the second player character during the same player turn, andin causing the first player character to perform an action, if the firstplayer character has been set as the action target again during the sameplayer turn, the first player character is caused to perform an actionagain in accordance with the input.
 3. The computer-readable storagemedium having stored therein the game program according to claim 2, thegame program further causing the computer to execute: setting firstaction points that allow the first player character to perform an actionin the virtual world during a player turn, and subtracting a point fromthe first action points in accordance with the action of the firstplayer character during the player turn; and setting second actionpoints that allow the second player character to perform an action inthe virtual world during a player turn, and subtracting a point from thesecond action points in accordance with the action of the second playercharacter during the player turn, wherein in causing the first playercharacter to perform an action, if the first action points set in thesetting of the first action points remain, the first player character iscaused to perform an action in the virtual world in accordance with theinput, in causing the second player character to perform an action, ifthe second action points set in the setting of the second action pointsremain, the second player character is caused to perform an action inthe virtual world in accordance with the input, and in causing the firstplayer character to perform an action, if the first player character hasbeen set as the action target again during the same player turn, thefirst player character is caused to perform an action again inaccordance with the number of the remaining first action points duringthe player turn and with the input.
 4. The computer-readable storagemedium having stored therein the game program according to claim 3,wherein in the setting of the first action points, if an action ofreturning the action performed by the first player character during thesame player turn has been performed, the first action points arerestored by the number of points corresponding to the return action, andin the setting of the second action points, if an action of returningthe action performed by the second player character during the sameplayer turn has been performed, the second action points are restored bythe number of points corresponding to the return action.
 5. Thecomputer-readable storage medium having stored therein the game programaccording to claim 3, the game program further causing the computer toexecute, in accordance with the input, handing over at least some of theremaining first action points set for the first player character to thesecond player character, wherein in the setting of the first actionpoints, if at least some of the remaining first action points have beenhanded over to the second player character, the number of thehanded-over points are subtracted from the set first action points, andin the setting of the second action points, if at least some of theremaining first action points have been handed over to the second playercharacter, the number of the handed-over points is added to the setsecond action points.
 6. The computer-readable storage medium havingstored therein the game program according to claim 4, wherein in thedisplay of the image of the virtual world on the display apparatus, aremaining number indicator image indicating at least the number ofremaining action points set for the player character as the actiontarget is displayed on the display apparatus, and in the display of theimage of the virtual world on the display apparatus, if the actionpoints have been restored, the remaining number indicator image isdisplayed on the display apparatus by increasing the remaining numberindicator image in accordance with the number of the recovered points.7. The computer-readable storage medium having stored therein the gameprogram according to claim 4, wherein in the display of the image of thevirtual world on the display apparatus, a remaining number indicatorimage indicating at least the number of remaining action points set forthe player character as the action target is displayed on the displayapparatus, and in the display of the image of the virtual world on thedisplay apparatus, a restoration capability indicator image indicatingthe number of points that can be recovered is provided to the remainingnumber indicator image and displayed on the display apparatus.
 8. Thecomputer-readable storage medium having stored therein the game programaccording to claim 4, wherein in the setting of the first action points,if the first player character satisfies a predetermined condition duringthe same player turn, the first action points that can be recovered arelimited to the number of points at the time of the satisfaction of thecondition, and in the setting of the second action points, if the secondplayer character satisfies a predetermined condition during the sameplayer turn, the second action points that can be recovered are limitedto the number of points at the time of the satisfaction of thecondition.
 9. The computer-readable storage medium having stored thereinthe game program according to claim 8, wherein in the setting of thefirst action points, if the first player character has acquired apredetermined item during the same player turn, the first action pointsthat can be recovered are limited to the number of points at the time ofthe acquisition of the item, and in the setting of the second actionpoints, if the second player character has acquired the item during thesame player turn, the second action points that can be recovered arelimited to the number of points at the time of the acquisition of theitem.
 10. The computer-readable storage medium having stored therein thegame program according to claim 8, wherein in the setting of the firstaction points, if the first player character has acquired a first itemduring the same player turn, it is determined that the predeterminedcondition is satisfied, and if the first player character has acquired asecond item different in type from the first item, it is determined thatthe predetermined condition is not satisfied, and in the setting of thesecond action points, if the second player character has acquired thefirst item during the same player turn, it is determined that thepredetermined condition is satisfied, and if the second player characterhas acquired the second item, it is determined that the predeterminedcondition is not satisfied.
 11. The computer-readable storage mediumhaving stored therein the game program according to claim 1, the gameprogram further causing the computer to execute: starting the opponentturn; causing at least one non-player character to perform an action inthe virtual world during the opponent turn; and selecting a playercharacter as a corresponding target having a relationship with thenon-player character performing an action during the opponent turn, therelationship satisfying a predetermined condition, wherein in thedisplay of the image of the virtual world on the display apparatus, animage of the virtual world viewed from a virtual camera set for theplayer character as the corresponding target is displayed on the displayapparatus during the opponent turn.
 12. The computer-readable storagemedium having stored therein the game program according to claim 11,wherein in the change of the virtual camera, the position and/or thedirection of the virtual camera set for the player character as thecorresponding target are changed within a predetermined range inaccordance with the input during the opponent turn.
 13. A game apparatusfor executing a game that advances by alternately repeating a playerturn, in which a player character can perform an action in a virtualworld in accordance with a player input, and an opponent turn, in whichan opponent character can perform an action, the game apparatuscomprising one or more processors configured to: acquire an input; causea first player character to perform an action by operating the firstplayer character in accordance with the input; cause a second playercharacter to perform an action by operating the second player characterin accordance with the input; switch a player character as an actiontarget for performing an action corresponding to the input; set aposition and/or a direction of a virtual camera in accordance with aposition and/or a direction, in the virtual world, of the playercharacter as the action target, and change the position and/or thedirection of the virtual camera in accordance with the action of theplayer character; display on a display apparatus an image of the virtualworld viewed from the virtual camera set for the player character as theaction target; and end the player turn, wherein in the switching of theaction target, the action target can be switched to the second playercharacter during the operation on the first player character as theaction target in the same player turn so that a first position and/ordirection of the virtual camera having a point of view at the back ofthe first player character and having a fixation point in the forwarddirection of the first player character is switched to a second positionand/or direction of the virtual camera having a point of view at theback of the second player character and having a fixation point in theforward direction of the second player character.
 14. A game system,including a plurality of apparatuses capable of communicating with eachother, for executing a game that advances by alternately repeating aplayer turn, in which a player character can perform an action in avirtual world in accordance with a player input, and an opponent turn,in which an opponent character can perform an action, the game systemcomprising one or more processors configured to: acquire an input; causea first player character to perform an action by operating the firstplayer character in accordance with the input; cause a second playercharacter to perform an action by operating the second player characterin accordance with the input; switch a player character as an actiontarget for performing an action corresponding to the input; set aposition and/or a direction of a virtual camera in accordance with aposition and/or a direction, in the virtual world, of the playercharacter as the action target, and change the position and/or thedirection of the virtual camera in accordance with the action of theplayer character; display on a display apparatus an image of the virtualworld viewed from the virtual camera set for the player character as theaction target; and end the player turn, wherein in the switching of theaction target, the action target can be switched to the second playercharacter during the operation on the first player character as theaction target in the same player turn so that a first position and/ordirection of the virtual camera having a point of view at the back ofthe first player character and having a fixation point in the forwarddirection of the first player character is switched to a second positionand/or direction of the virtual camera having a point of view at theback of the second player character and having a fixation point in theforward direction of the second player character.
 15. A game processingmethod performed by a processor or cooperation of a plurality ofprocessors, the processor or the plurality of processors included in asystem including an apparatus for executing a game that advances byalternately repeating a player turn, in which a player character canperform an action in a virtual world in accordance with a player input,and an opponent turn, in which an opponent character can perform anaction, the game processing method comprising: acquiring an input;causing a first player character to perform an action by operating thefirst player character in accordance with the input; causing a secondplayer character to perform an action by operating the second playercharacter in accordance with the input; switching a player character asan action target for performing an action corresponding to the input;setting a position and/or a direction of a virtual camera in accordancewith a position and/or a direction, in the virtual world, of the playercharacter as the action target, and changing the position and/or thedirection of the virtual camera in accordance with the action of theplayer character; displaying on a display apparatus an image of thevirtual world viewed from the virtual camera set for the playercharacter as the action target; and ending the player turn, wherein inthe switching of the action target, the action target can be switched tothe second player character during the operation on the first playercharacter as the action target in the same player turn so that a firstposition and/or direction of the virtual camera having a point of viewat the back of the first player character and having a fixation point inthe forward direction of the first player character is switched to asecond position and/or direction of the virtual camera having a point ofview at the back of the second player character and having a fixationpoint in the forward direction of the second player character.